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2025-09-06 17:17:39 +04:00
Shader "Hidden/VolumetricFog2/VolumeDebug"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 dd = abs(i.uv.xy - 0.5) * 2.0;
float d = max(dd.x, dd.y);
half b = 0.05 + 0.95 * (d > 0.995);
return half4(1,1,1,b);
}
ENDCG
}
}
}