// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "Serra/Volume Renderer Slice" { Properties { _VolTex("Volume Texture", 3D) = "white" {} } SubShader { Tags { "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma target 5.0 #pragma only_renderers d3d11 #include "UnityCG.cginc" #include "VolumeRenderShared.cginc" #include "PlaneCut.cginc" #pragma vertex vertFull #pragma fragment frag float4 frag(vertexOutputFull input) : COLOR { const float3 SlabOffset = float3(0.02, 0.02, 0.02); clip(input.posVolSpace - SlabMin + SlabOffset); clip(SlabMax - input.posVolSpace + SlabOffset); float4 volColor = SampleVolTex(_VolTex, saturate(input.posVolSpace)); if (!any(volColor.rgb)) { clip(-1); } //scale up brightness since we're not add blending through volume volColor.rgb *= 1.75; volColor.a = 1.0; return volColor; } ENDCG } } Fallback "Diffuse" }