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52 lines (43 loc) · 1.59 KB
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DrawCallState.shader
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52 lines (43 loc) · 1.59 KB
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Shader "DrawCallState/DrawCallState"
{
Properties
{
[Header(Hardware settings)]
[Enum(UnityEngine.Rendering.CullMode)] HARDWARE_CullMode ("Cull faces", Float) = 2
[Enum(UnityEngine.Rendering.BlendMode)] HARDWARE_BlendSrc ("Blend Source", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] HARDWARE_BlendDst ("Blend Destination", Float) = 0
[Enum(On, 1, Off, 0)] HARDWARE_ZWrite ("Depth write", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] HARDWARE_ZTest("Depth test", Float) = 4
[Header(Hardware stencil)]
HARDWARE_StencilRef ("Stencil REF", Range(0, 255)) = 0
HARDWARE_ReadMask ("Stencil Read Mask", Range(0, 255)) = 255
HARDWARE_WriteMask ("Stencil Write Mask", Range(0, 255)) = 255
[Enum(UnityEngine.Rendering.CompareFunction)] HARDWARE_StencilComp ("Stencil comparison", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] HARDWARE_StencilPass ("Stencil Pass", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] HARDWARE_StencilFail ("Stencil Fail", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] HARDWARE_StencilZFail ("Stencil Z Fail", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode" = "ForwardBase" "Queue" = "Geometry+50"}
LOD 100
Pass
{
Cull [HARDWARE_CullMode]
ZWrite [HARDWARE_ZWrite]
ZTest [HARDWARE_ZTest]
Blend [HARDWARE_BlendSrc] [HARDWARE_BlendDst]
Stencil
{
Ref [HARDWARE_StencilRef]
Comp [HARDWARE_StencilComp]
Pass [HARDWARE_StencilPass]
Fail [HARDWARE_StencilFail]
ZFail [HARDWARE_StencilZFail]
}
CGPROGRAM
// Write your shader code here
ENDCG
}
}
}