BITFALL/Assets/Plugins/Trails FX/Resources/TrailsFX/TrailClearMask.shader

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Shader "TrailsFX/ClearMask" {
Properties {
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+110" "RenderType"="Transparent" }
Pass
{
Stencil {
Ref 2
ReadMask 2
WriteMask 2
Comp equal
Pass zero
}
ColorMask 0
ZTest Always
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
return 0;
}
ENDCG
}
}
}