Shader "Zhanyou/Character/PlayerXRay"
{
	Properties
	{
		_Color  ("Color (RGB)", Color) = (0.745, 0.631, 0.529, 1)
	}
	SubShader
	{
		Tags { "Queue"="AlphaTest+3" "IgnoreProjector"="True" "RenderType"="Opaque" }
		Pass
		{
		    Stencil {
                Ref 1
                Comp always
                Pass replace
            }
		
			ZTest Greater
			ZWrite Off
			Blend One One
			
			CGPROGRAM 
            #pragma vertex vert
            #pragma fragment frag
			#include "UnityCG.cginc"  
			struct v2f
			{
				float4 pos : SV_POSITION;
				float4 color : TEXCOORD0;
			};
			uniform half4 _Color;

			v2f vert(appdata_tan v)
			{   
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
                half3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                o.color = _Color *  max(0.0, dot(viewDir, normalize(v.normal)));
                return o;
			}
            half4 frag(v2f i) : SV_TARGET
			{ 
                return i.color; 
            }  
            ENDCG
        }
	}
}