Shader "Hidden/ProBuilder/SmoothingPreview" { Properties { _Opacity ("Opacity", Float) = .5 } SubShader { Tags { "IgnoreProjector"="True" "RenderType"="Geometry" } Lighting Off ZTest LEqual ZWrite On Cull Back Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Opacity; float _Dither; struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1); o.pos.xyz *= .98; o.pos = mul(UNITY_MATRIX_P, o.pos); o.color = v.color; return o; } half4 frag (v2f i) : COLOR { i.pos.xy = floor(i.pos.xy * 1) * .5; float checker = -frac(i.pos.x + i.pos.y); clip(lerp(1, checker, _Dither)); half4 c = half4(i.color.rgb, i.color.a * _Opacity); return c; } ENDCG } } }