Shader "GlobalSnow/Deferred Overlay" { Properties { [HideInInspector] _Color ("Color", Color) = (1,1,1,1) [HideInInspector] _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode Off } // Uncomment to support excluding terrain (see documentation for additional steps) /* Stencil { Ref 8 ReadMask 8 Comp notEqual Pass keep } */ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile _ GLOBALSNOW_RELIEF GLOBALSNOW_OCCLUSION #pragma multi_compile _ GLOBALSNOW_FOOTPRINTS #pragma multi_compile _ GLOBALSNOW_TERRAINMARKS #pragma multi_compile _ UNITY_HDR_ON #define GLOBALSNOW_ENABLE_SLOPE_CONTROL #include "SnowOverlay.cginc" ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile _ GLOBALSNOW_FOOTPRINTS #pragma multi_compile _ GLOBALSNOW_TERRAINMARKS #pragma multi_compile _ UNITY_HDR_ON #define GLOBALSNOW_ENABLE_SLOPE_CONTROL #define GLOBALSNOW_FLAT_SHADING 1 #include "SnowOverlay.cginc" ENDCG } } FallBack Off }