I'm writing some debug extensions and I want to mimic the look of Unity's default Gizmos (in particular the way they are partially attenuated by solid geometry). I can't find the shader in the builtin_shaders.zip file, and I can't work out how to get a reference to it. Does anyone know how to either get a reference to it or what it's contents are so that I can mimic it?
For want of a better solution I reverse en-guess-ineered the shader and came up with the following, which is pretty close visually: Code (csharp): Shader "Hidden/Debug/WireShader" { SubShader { Pass { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha Lighting Off Cull Back ZWrite Off ZTest LEqual Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; }; v2f vert(appdata v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } Pass { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha Lighting Off Cull Back ZWrite Off ZTest Greater Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; }; v2f vert(appdata v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.color = v.color; o.color.a *= 0.1; return o; } fixed4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } FallBack "Off" }