Мне нужна помощь в объединении двух шейдеров со стандартным шейдером.Когда я делаю это, я получаю так много ошибок (я начинающий в шейдерах)
Стандартный шейдер: https://pastebin.com/dqd4qQg2
SHADER 1
Shader "XRay Shaders/Diffuse-Stencil-Write"
{Properties {_Color ("Основной цвет", Цвет) = (1,1,1,1) _MainTex ("База (RGB)", 2D) = "белый" {}}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
Stencil
{
Ref 1
Comp Always
Pass Replace
ZFail Keep
}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Legacy Shaders/VertexLit"
}
SHADER 2
Шейдер "XRay Shaders / Diffuse-XRay-Replaceable" {Properties {_Color ("Основной цвет", Цвет) = (1,1,1,1) _EdgeColor ("XRay Edge Color", Color) = (0,0,0,0) _MainTex (" Base (RGB) ", 2D) =" white "{}}
SubShader
{
Tags
{
//////////////////////////////////////////////////////////////////////////////////////////////////////
// In some cases, it's necessary to force XRay objects to render before the rest of the geometry //
// This is so their depth info is already in the ZBuffer, and Occluding objects won't mistakenly //
// write to the Stencil buffer when they shouldn't. //
// //
// This is what "Queue" = "Geometry-1" is for. //
// I didn't bring this up in the video because I'm an idiot. //
// //
// Cheers, //
// Dan //
//////////////////////////////////////////////////////////////////////////////////////////////////////
"Queue" = "Geometry-1"
"RenderType" = "Opaque"
"XRay" = "ColoredOutline"
}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Legacy Shaders/VertexLit"
}