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@prnthp
Created November 2, 2024 23:04
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SelectivePassthroughHDRP.shader
Shader "HDRP/SelectivePassthroughHDRP"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Inflation("Inflation", float) = 0
_InvertedAlpha("Inverted Alpha", float) = 1
[Header(DepthTest)]
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float _Inflation;
float _InvertedAlpha;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 worldPos = TransformObjectToWorld(input.positionOS + input.normalOS * _Inflation);
output.positionCS = TransformWorldToHClip(worldPos);
output.uv = input.uv;
return output;
}
float4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha);
return float4(0, 0, 0, alpha);
}
ENDHLSL
SubShader
{
Tags
{
"RenderPipeline" = "HDRenderPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent+100" // or "Queue" = "5100"
}
Pass
{
Name "Forward"
ZWrite Off
ZTest [_ZTest]
BlendOp [_BlendOpColor], [_BlendOpAlpha]
Blend Zero One, One One
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
ENDHLSL
}
}
}
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