球体(后渲染Geometry+2)
Shader "SoulCoder/Model" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry+2"}
        ColorMask RGB
        Cull Front
        ZTest Always
        Stencil {
            Ref 0
            Comp Equal 
        }
        CGPROGRAM
        #pragma surface surf Lambert
        float4 _Color;
        struct Input {
            float4 color : COLOR;
        };
        void surf (Input IN, inout SurfaceOutput o) {
            o.Albedo = _Color.rgb;
            o.Normal = half3(0,0,-1);
            o.Alpha = 1;
        }
        ENDCG
    } 
}
!
 
                    
                
 
                
            
         浙公网安备 33010602011771号
浙公网安备 33010602011771号