2025-09-24 11:24:38 +05:00

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Shader "Hidden/Outline/Render"
{
SubShader
{
Cull Off
ZWrite Off
ZTest LEqual
Lighting Off
Pass
{
HLSLPROGRAM
#pragma target 3.0
#pragma vertex Vertex
#pragma fragment Fragment
#include "UnityCG.cginc"
sampler2D _MainTex;
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
VertexOutput Vertex(VertexInput input)
{
VertexOutput output;
output.vertex = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, input.vertex));
output.uv = input.uv;
return output;
}
float4 Fragment(VertexOutput vertexOutput) : SV_TARGET
{
float4 color = tex2D(_MainTex, vertexOutput.uv);
clip(color.a);
return 1;
}
ENDHLSL
}
}
}