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Shader "Hidden/Polybrush/Overlay"
{
Properties
{
_Alpha ("Alpha", Range(0,1)) = .5
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest LEqual
ZWrite Off
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Alpha;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
/// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh
o.pos = float4(UnityObjectToViewPos(v.vertex), 1.0);
o.pos.xyz *= .99;
o.pos = mul(UNITY_MATRIX_P, o.pos);
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return fixed4(i.color.rgb, i.color.a * _Alpha);
}
ENDCG
}
}
}