// 蜂鸣 Shader "Erika/Common/Image/Buzz" { Properties { _MainTex("Texture", 2D) = "white" {} _UnitTileOffset("TileOffset", Vector) = (1,1,0,0) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1"} LOD 100 ZWrite Off ZTest LEqual Blend One Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "./ImageEffect.cginc" #include "./ImageHelper.cginc" struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata_img v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed2 uv = i.uv; float depth0 = tex2D(_CameraDepthTexture, uv).r; float depth1 = tex2D(_UnitDepthTexture, uv).r; fixed4 color = tex2D(_MainTex, uv); if (abs(depth0 - depth1) < 0.001f && depth1 != 1) { color.r = 1; } return color; } ENDCG } } } // shader