I am using a XRAY shader for a glow effect and it works great except for that if the object is behind another object then the shader/object is not visible. what i would like to do is edit the shader so that objects show through all other objects?
The shader code is shown below
// Mobile Xray Shader created by Bruno Rime 2012
// Free for personal and comercial use
Shader "Mobile/Mobile-XrayEffect" {
Properties {
_Color("_Color", Color) = (0,1,0,1)
_Inside("_Inside", Range(0,1) ) = 0
_Rim("_Rim", Range(0,2) ) = 1.2
}
SubShader {
Tags { "Queue" = "Overlay+1" }
LOD 80
Pass {
Name "Darken"
Cull off
Zwrite On
Blend dstcolor zero
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma fragmentoption ARB_precision_hint_fastest
//#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
struct v2f_surf {
half4 pos : SV_POSITION;
fixed4 finalColor : COLOR;
};
uniform half4 _Color;
uniform half _Rim;
uniform half _Inside;
v2f_surf vert_surf (appdata_base v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
half3 uv = mul( (float3x3)UNITY_MATRIX_IT_MV, v.normal );
uv = normalize(uv);
o.finalColor = lerp(half4(1,1,1,1),_Color,saturate(max(1- pow (uv.z,_Rim),_Inside)));
return o;
}
fixed4 frag_surf (v2f_surf IN) : COLOR {
return IN.finalColor;
}
ENDCG
}
Pass {
Name "Lighten"
Cull off
Zwrite On
Blend oneminusdstcolor one
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma fragmentoption ARB_precision_hint_fastest
//#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
struct v2f_surf {
half4 pos : SV_POSITION;
fixed4 finalColor : COLOR;
};
uniform half4 _Color;
uniform half _Rim;
uniform half _Inside;
v2f_surf vert_surf (appdata_base v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
half3 uv = mul( (float3x3)UNITY_MATRIX_IT_MV, v.normal );
uv = normalize(uv);
o.finalColor = lerp(half4(0,0,0,0),_Color,saturate(max(1- pow (uv.z,_Rim),_Inside)));
return o;
}
fixed4 frag_surf (v2f_surf IN) : COLOR {
return IN.finalColor;
}
ENDCG
}
}
FallBack "Mobile/VertexLit"
}