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Question by Bongmo · Mar 28, 2019 at 01:30 PM · shaderrenderztest

ZTest Always for standard shader is not working?

I've downloaded the "builtin_shaders-2018.3.10f1.zip" from Unity download archive. On this page Render a object on top of another is written, that I must add "ZTest Always". On this page How to render some material over every thing else by alexi123454 wrote, that I must add it around line 60. It's not working. Here is the "Standard.shader". Where I must add "ZTest Always"?

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

 Shader "Standard"
 {
 Properties
 {
     _Color("Color", Color) = (1,1,1,1)
     _MainTex("Albedo", 2D) = "white" {}

     _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

     _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
     _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
     [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

     [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
     _MetallicGlossMap("Metallic", 2D) = "white" {}

     [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
     [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

     _BumpScale("Scale", Float) = 1.0
     _BumpMap("Normal Map", 2D) = "bump" {}

     _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
     _ParallaxMap ("Height Map", 2D) = "black" {}

     _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
     _OcclusionMap("Occlusion", 2D) = "white" {}

     _EmissionColor("Color", Color) = (0,0,0)
     _EmissionMap("Emission", 2D) = "white" {}

     _DetailMask("Detail Mask", 2D) = "white" {}

     _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
     _DetailNormalMapScale("Scale", Float) = 1.0
     _DetailNormalMap("Normal Map", 2D) = "bump" {}

     [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0


     // Blending state
     [HideInInspector] _Mode ("__mode", Float) = 0.0
     [HideInInspector] _SrcBlend ("__src", Float) = 1.0
     [HideInInspector] _DstBlend ("__dst", Float) = 0.0
     [HideInInspector] _ZWrite ("__zw", Float) = 1.0
 }

 CGINCLUDE
     #define UNITY_SETUP_BRDF_INPUT MetallicSetup
 ENDCG

 SubShader
 {
     Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
     LOD 300


     // ------------------------------------------------------------------
     //  Base forward pass (directional light, emission, lightmaps, ...)
     Pass
     {
         Name "FORWARD"
         Tags { "LightMode" = "ForwardBase" }

         Blend [_SrcBlend] [_DstBlend]
         ZWrite [_ZWrite]

         CGPROGRAM
         #pragma target 3.0

         // -------------------------------------

         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
         #pragma shader_feature _PARALLAXMAP

         #pragma multi_compile_fwdbase
         #pragma multi_compile_fog
         #pragma multi_compile_instancing
         // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
         //#pragma multi_compile _ LOD_FADE_CROSSFADE

         #pragma vertex vertBase
         #pragma fragment fragBase
         #include "UnityStandardCoreForward.cginc"

         ENDCG
     }
     // ------------------------------------------------------------------
     //  Additive forward pass (one light per pass)
     Pass
     {
         Name "FORWARD_DELTA"
         Tags { "LightMode" = "ForwardAdd" }
         Blend [_SrcBlend] One
         Fog { Color (0,0,0,0) } // in additive pass fog should be black
         ZWrite Off
         ZTest LEqual

         CGPROGRAM
         #pragma target 3.0

         // -------------------------------------


         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _PARALLAXMAP

         #pragma multi_compile_fwdadd_fullshadows
         #pragma multi_compile_fog
         // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
         //#pragma multi_compile _ LOD_FADE_CROSSFADE

         #pragma vertex vertAdd
         #pragma fragment fragAdd
         #include "UnityStandardCoreForward.cginc"

         ENDCG
     }
     // ------------------------------------------------------------------
     //  Shadow rendering pass
     Pass {
         Name "ShadowCaster"
         Tags { "LightMode" = "ShadowCaster" }

         ZWrite On ZTest LEqual

         CGPROGRAM
         #pragma target 3.0

         // -------------------------------------


         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _PARALLAXMAP
         #pragma multi_compile_shadowcaster
         #pragma multi_compile_instancing
         // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
         //#pragma multi_compile _ LOD_FADE_CROSSFADE

         #pragma vertex vertShadowCaster
         #pragma fragment fragShadowCaster

         #include "UnityStandardShadow.cginc"

         ENDCG
     }
     // ------------------------------------------------------------------
     //  Deferred pass
     Pass
     {
         Name "DEFERRED"
         Tags { "LightMode" = "Deferred" }

         CGPROGRAM
         #pragma target 3.0
         #pragma exclude_renderers nomrt


         // -------------------------------------

         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature _PARALLAXMAP

         #pragma multi_compile_prepassfinal
         #pragma multi_compile_instancing
         // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
         //#pragma multi_compile _ LOD_FADE_CROSSFADE

         #pragma vertex vertDeferred
         #pragma fragment fragDeferred

         #include "UnityStandardCore.cginc"

         ENDCG
     }

     // ------------------------------------------------------------------
     // Extracts information for lightmapping, GI (emission, albedo, ...)
     // This pass it not used during regular rendering.
     Pass
     {
         Name "META"
         Tags { "LightMode"="Meta" }

         Cull Off

         CGPROGRAM
         #pragma vertex vert_meta
         #pragma fragment frag_meta

         #pragma shader_feature _EMISSION
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature EDITOR_VISUALIZATION

         #include "UnityStandardMeta.cginc"
         ENDCG
     }
 }

 SubShader
 {
     Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
     LOD 150

     // ------------------------------------------------------------------
     //  Base forward pass (directional light, emission, lightmaps, ...)
     Pass
     {
         Name "FORWARD"
         Tags { "LightMode" = "ForwardBase" }

         Blend [_SrcBlend] [_DstBlend]
         ZWrite [_ZWrite]

         CGPROGRAM
         #pragma target 2.0

         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _EMISSION
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
         // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
         // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

         #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

         #pragma multi_compile_fwdbase
         #pragma multi_compile_fog

         #pragma vertex vertBase
         #pragma fragment fragBase
         #include "UnityStandardCoreForward.cginc"

         ENDCG
     }
     // ------------------------------------------------------------------
     //  Additive forward pass (one light per pass)
     Pass
     {
         Name "FORWARD_DELTA"
         Tags { "LightMode" = "ForwardAdd" }
         Blend [_SrcBlend] One
         Fog { Color (0,0,0,0) } // in additive pass fog should be black
         ZWrite Off
         ZTest LEqual

         CGPROGRAM
         #pragma target 2.0

         #pragma shader_feature _NORMALMAP
         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
         #pragma shader_feature ___ _DETAIL_MULX2
         // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
         #pragma skip_variants SHADOWS_SOFT

         #pragma multi_compile_fwdadd_fullshadows
         #pragma multi_compile_fog

         #pragma vertex vertAdd
         #pragma fragment fragAdd
         #include "UnityStandardCoreForward.cginc"

         ENDCG
     }
     // ------------------------------------------------------------------
     //  Shadow rendering pass
     Pass {
         Name "ShadowCaster"
         Tags { "LightMode" = "ShadowCaster" }

         ZWrite On ZTest LEqual

         CGPROGRAM
         #pragma target 2.0

         #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma skip_variants SHADOWS_SOFT
         #pragma multi_compile_shadowcaster

         #pragma vertex vertShadowCaster
         #pragma fragment fragShadowCaster

         #include "UnityStandardShadow.cginc"

         ENDCG
     }

     // ------------------------------------------------------------------
     // Extracts information for lightmapping, GI (emission, albedo, ...)
     // This pass it not used during regular rendering.
     Pass
     {
         Name "META"
         Tags { "LightMode"="Meta" }

         Cull Off

         CGPROGRAM
         #pragma vertex vert_meta
         #pragma fragment frag_meta

         #pragma shader_feature _EMISSION
         #pragma shader_feature _METALLICGLOSSMAP
         #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
         #pragma shader_feature ___ _DETAIL_MULX2
         #pragma shader_feature EDITOR_VISUALIZATION

         #include "UnityStandardMeta.cginc"
         ENDCG
     }
 }


 FallBack "VertexLit"
 CustomEditor "StandardShaderGUI"
 }


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