/* That shader is used after all light obstacles have been drawn to draw one pixel wide white corner over it. */ Shader "Light2D/Obstacle Texture Post Porcessor" { SubShader { Tags {"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 ZWrite Off Blend Off ZTest Always Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; }; uniform sampler2D _MainTex; v2f vert (appdata_t v) { v2f o; o.vertex = v.vertex; o.color = v.color; return o; } half4 frag (v2f i) : COLOR { clip(i.color.a - 0.01); return i.color; } ENDCG } } }