BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/SplineTool/SplineGizmos.shader

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Shader "Hidden/Polaris/SplineGizmos"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float4 color: COLOR;
};
struct v2f
{
float4 vertex: SV_POSITION;
float4 color: COLOR;
};
float4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag(v2f i): SV_Target
{
return float4(_Color.rgb, _Color.a * i.color.a);
}
ENDCG
}
}
}