Shader "Occlusion" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Alpha ("Alpha", Range(0.0, 1.0)) = 0.25
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
Pass {
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Alpha;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.a = _Alpha;
return col;
}
ENDCG
}
Pass {
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
fl