SceneDebugViewer/Runtime/Shaders/Overdraw.shader

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Shader "Hidden/RS/Overdraw"
{
SubShader
{
Tags
{
"RenderType"="Transparent"
"Queue"="Transparent"
}
ZWrite Off
ZTest Always
Blend SrcAlpha One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSPropertiesCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _RS_Color;
}
ENDCG
}
}
}