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StencilChecker.shader
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Shader "StencilChecker"
{
HLSLINCLUDE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
#define FRAG(r,g,b) float4 frag() : SV_Target { return float4( GammaToLinearSpace(float3(r,g,b)/7.0), 1 ); }
ENDHLSL
SubShader
{
Tags { "RenderType"="Overlay" "Queue"="Overlay" "IgnoreProjector"="True" "VRCFallback"="Hidden" }
ZWrite Off
Blend Zero Zero, Zero One
Pass{ HLSLPROGRAM FRAG(0,0,0) ENDHLSL }
Stencil { Comp Equal }
Blend One One, Zero One
Stencil { ReadMask 7 }
Pass{ Stencil{ Ref 1 } HLSLPROGRAM FRAG(0,0,1) ENDHLSL }
Pass{ Stencil{ Ref 2 } HLSLPROGRAM FRAG(0,0,2) ENDHLSL }
Pass{ Stencil{ Ref 3 } HLSLPROGRAM FRAG(0,0,3) ENDHLSL }
Pass{ Stencil{ Ref 4 } HLSLPROGRAM FRAG(0,0,4) ENDHLSL }
Pass{ Stencil{ Ref 5 } HLSLPROGRAM FRAG(0,0,5) ENDHLSL }
Pass{ Stencil{ Ref 6 } HLSLPROGRAM FRAG(0,0,6) ENDHLSL }
Pass{ Stencil{ Ref 7 } HLSLPROGRAM FRAG(0,0,7) ENDHLSL }
Stencil { ReadMask 56 }
Pass{ Stencil{ Ref 8 } HLSLPROGRAM FRAG(0,1,0) ENDHLSL }
Pass{ Stencil{ Ref 16 } HLSLPROGRAM FRAG(0,2,0) ENDHLSL }
Pass{ Stencil{ Ref 24 } HLSLPROGRAM FRAG(0,3,0) ENDHLSL }
Pass{ Stencil{ Ref 32 } HLSLPROGRAM FRAG(0,4,0) ENDHLSL }
Pass{ Stencil{ Ref 40 } HLSLPROGRAM FRAG(0,5,0) ENDHLSL }
Pass{ Stencil{ Ref 48 } HLSLPROGRAM FRAG(0,6,0) ENDHLSL }
Pass{ Stencil{ Ref 56 } HLSLPROGRAM FRAG(0,7,0) ENDHLSL }
Stencil { ReadMask 192 }
Pass{ Stencil{ Ref 64 } HLSLPROGRAM FRAG(1,0,0) ENDHLSL }
Pass{ Stencil{ Ref 128 } HLSLPROGRAM FRAG(2,0,0) ENDHLSL }
Pass{ Stencil{ Ref 192 } HLSLPROGRAM FRAG(3,0,0) ENDHLSL }
}
}