Files
2026-06-08 09:53:51 +08:00

53 lines
1.1 KiB
Plaintext

Shader "XericLibrary/ScreenDectection/MeshPicking_HDR"
{
Properties
{
[HideInInspector] _MatID ("Material ID", Int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Lighting Off
Fog { Mode Off }
Cull Back
ZTest LEqual
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
};
int _MatID;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
float4 frag (v2f i) : SV_Target
{
return float4(i.worldPos.xyz, (float)_MatID);
}
ENDCG
}
}
}