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1
+ // Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
2
+
3
+ Shader "ML-Agents/GridPattern" {
4
+ Properties {
5
+ _LineColor ("Line Color", Color) = (1,1,1,1)
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+ _CellColor ("Cell Color", Color) = (0,0,0,0)
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+ // _SelectedColor ("Selected Color", Color) = (1,0,0,1)
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+ [PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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+ [IntRange] _GridSize("Grid Size", Range(1,100)) = 10
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+ _LineSize("Line Size", Range(0,1)) = 0.15
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+ // [FloatRange] _LineOffset("Line Offset", Range(0,1)) = 0
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+ [IntRange] _DrawU("Draw U Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
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+ [IntRange] _DrawV("Draw V Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
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+ // [IntRange] _SelectCell("Select Cell Toggle ( 0 = False , 1 = True )", Range(0,1)) = 0.0
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+ // [IntRange] _SelectedCellX("Selected Cell X", Range(0,100)) = 0.0
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+ // [IntRange] _SelectedCellY("Selected Cell Y", Range(0,100)) = 0.0
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+ }
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+ SubShader {
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+ Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
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+ LOD 200
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+
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+
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+ CGPROGRAM
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+ // Physically based Standard lighting model, and enable shadows on all light types
25
+ #pragma surface surf Standard fullforwardshadows
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+
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+ // Use shader model 3.0 target, to get nicer looking lighting
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+ #pragma target 3.0
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+
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+ sampler2D _MainTex;
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+
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+ struct Input {
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+ float2 uv_MainTex;
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+ };
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+
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+ half _Glossiness = 0.0;
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+ half _Metallic = 0.0;
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+ float4 _LineColor;
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+ float4 _CellColor;
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+ // float4 _SelectedColor;
41
+
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+ float _GridSize;
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+ // float _LineOffset;
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+ float _LineSize;
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+
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+ float _DrawU;
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+ float _DrawV;
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+ // float _SelectCell;
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+ // float _SelectedCellX;
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+ // float _SelectedCellY;
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+
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+ // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
53
+ // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
54
+ // #pragma instancing_options assumeuniformscaling
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+ UNITY_INSTANCING_BUFFER_START(Props)
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+ // put more per-instance properties here
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+ UNITY_INSTANCING_BUFFER_END(Props)
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+
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+ void surf (Input IN, inout SurfaceOutputStandard o) {
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+ // Albedo comes from a texture tinted by color
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+
62
+ float2 uv = IN.uv_MainTex;
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+
64
+ // _SelectedCellX = floor(_SelectedCellX);
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+ // _SelectedCellY = floor(_SelectedCellY);
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+
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+ fixed4 c = float4(0.0,0.0,0.0,0.0);
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+
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+ float brightness = 1.0;
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+
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+ float gsize = floor(_GridSize);
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+
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+
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+
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+ gsize += _LineSize;
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+
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+ float2 id;
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+
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+ id.x = floor(uv.x/(1.0/gsize));
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+ // id.y = floor(uv.y/(1.0/gsize));
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+ id.y = floor(uv.y/(1.0/gsize));
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+
83
+ float4 color = _CellColor;
84
+ brightness = _CellColor.w;
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+
86
+ // //This checks that the cell is currently selected if the Select Cell slider is set to 1 ( True )
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+ // if (round(_SelectCell) == 1.0 && id.x == _SelectedCellX && id.y == _SelectedCellY)
88
+ // {
89
+ // brightness = _SelectedColor.w;
90
+ // color = _SelectedColor;
91
+ // }
92
+
93
+ // if (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)
94
+ // {
95
+ // brightness = _LineColor.w;
96
+ // color = _LineColor;
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+ // }
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+ if(round(_DrawU) == 1.0)
99
+ {
100
+ if (frac(uv.x*gsize) <= _LineSize)
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+ {
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+ // if (frac(uv.x*gsize) <= _LineSize)
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+ // {
104
+ brightness = _LineColor.w;
105
+ color = _LineColor;
106
+ }
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+ }
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+ if(round(_DrawV) == 1.0)
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+ {
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+ if (frac(uv.y*gsize) <= _LineSize)
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+ {
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+ brightness = _LineColor.w;
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+ color = _LineColor;
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+ }
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+ }
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+ // // if (round(uv.x*gsize) == .8)
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+ // // if (uv.x >= _LineOffset)
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+ // if (uv.x >= .2 && uv.x <= .3)
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+ // {
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+ // brightness = _LineColor.w;
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+ // color = _LineColor;
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+ // // color = _CellColor;
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+ // // brightness = _CellColor.w;
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+ // }
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+
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+ // if (frac(uv.x*gsize) <= _LineSize && frac(uv.y*gsize) <= _LineSize)
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+ // {
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+ // // brightness = _LineColor.w;
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+ // // color = _LineColor;
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+ // color = _CellColor;
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+ // brightness = _CellColor.w;
132
+ // }
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+
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+
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+ // if (frac(uv.x*gsize/_LineOffset) <= _LineSize)
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+ // {
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+ // brightness = _LineColor.w;
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+ // color = _LineColor;
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+ // }
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+ // if (frac(uv.x*gsize/.5) <= _LineSize || fradc(uv.y*gsize) <= _LineSize)
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+ // {
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+ // brightness = _LineColor.w;
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+ // color = _LineColor;
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+ // }
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+
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+
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+ //Clip transparent spots using alpha cutout
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+ if (brightness == 0.0) {
149
+ clip(c.a - 1.0);
150
+ }
151
+
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+
153
+ o.Albedo = float4( color.x*brightness,color.y*brightness,color.z*brightness,brightness);
154
+ // Metallic and smoothness come from slider variables
155
+ o.Metallic = 0.0;
156
+ o.Smoothness = 0.0;
157
+ o.Alpha = 0.0;
158
+ }
159
+ ENDCG
160
+ }
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+ FallBack "Diffuse"
162
+ }
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1
+ // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2
+
3
+ Shader "Custom/Outline and ScreenSpace texture"
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+ {
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+ Properties
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+ {
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+ [Header(Outline)]
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+ _OutlineVal ("Outline value", Range(0., 2.)) = 1.
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+ _OutlineCol ("Outline color", color) = (1., 1., 1., 1.)
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+ [Header(Texture)]
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+ _MainTex ("Texture", 2D) = "white" {}
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+ _Zoom ("Zoom", Range(0.5, 20)) = 1
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+ _SpeedX ("Speed along X", Range(-1, 1)) = 0
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+ _SpeedY ("Speed along Y", Range(-1, 1)) = 0
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+ }
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+ SubShader
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+ {
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+ Tags { "Queue"="Geometry" "RenderType"="Opaque" }
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+
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+ Pass
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+ {
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+ Cull Front
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+
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+ CGPROGRAM
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+ #pragma vertex vert
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+ #pragma fragment frag
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+ #include "UnityCG.cginc"
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+
29
+ struct v2f {
30
+ float4 pos : SV_POSITION;
31
+ };
32
+
33
+ float _OutlineVal;
34
+
35
+ v2f vert(appdata_base v) {
36
+ v2f o;
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+
38
+ // Convert vertex to clip space
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+ o.pos = UnityObjectToClipPos(v.vertex);
40
+
41
+ // Convert normal to view space (camera space)
42
+ float3 normal = mul((float3x3) UNITY_MATRIX_IT_MV, v.normal);
43
+
44
+ // Compute normal value in clip space
45
+ normal.x *= UNITY_MATRIX_P[0][0];
46
+ normal.y *= UNITY_MATRIX_P[1][1];
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+
48
+ // Scale the model depending the previous computed normal and outline value
49
+ o.pos.xy += _OutlineVal * normal.xy;
50
+ return o;
51
+ }
52
+
53
+ fixed4 _OutlineCol;
54
+
55
+ fixed4 frag(v2f i) : SV_Target {
56
+ return _OutlineCol;
57
+ }
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+
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+ ENDCG
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+ }
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+
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+ Pass
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+ {
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+ CGPROGRAM
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+ #pragma vertex vert
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+ #pragma fragment frag
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+ #include "UnityCG.cginc"
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+
69
+ float4 vert(appdata_base v) : SV_POSITION
70
+ {
71
+ return UnityObjectToClipPos(v.vertex);
72
+ }
73
+
74
+ sampler2D _MainTex;
75
+ float _Zoom;
76
+ float _SpeedX;
77
+ float _SpeedY;
78
+
79
+ fixed4 frag(float4 i : VPOS) : SV_Target
80
+ {
81
+ // Screen space texture
82
+ return tex2D(_MainTex, ((i.xy / _ScreenParams.xy) + float2(_Time.y * _SpeedX, _Time.y * _SpeedY)) / _Zoom);
83
+ }
84
+
85
+ ENDCG
86
+ }
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+ }
88
+ }
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1
+ Shader "Custom/WireFrame" {
2
+ Properties {
3
+ _LineColor ("LineColor", Color) = (1, 1, 1, 1)
4
+ _MainColor ("_MainColor", Color) = (1, 1, 1, 1)
5
+ _LineWidth ("Line width", Range(0, 1)) = 0.1
6
+ _ParcelSize ("ParcelSize", Range(0, 100)) = 1
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+ }
8
+ SubShader {
9
+ Tags { "Queue"="Transparent" "RenderType"="Transparent" }
10
+
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+ CGPROGRAM
12
+ #pragma surface surf Lambert alpha
13
+
14
+ sampler2D _MainTex;
15
+ float4 _LineColor;
16
+ float4 _MainColor;
17
+ fixed _LineWidth;
18
+ float _ParcelSize;
19
+
20
+ struct Input {
21
+ float2 uv_MainTex;
22
+ float3 worldPos;
23
+ };
24
+
25
+ void surf (Input IN, inout SurfaceOutput o) {
26
+ half val1 = step(_LineWidth * 2, frac(IN.worldPos.x / _ParcelSize) + _LineWidth);
27
+ half val2 = step(_LineWidth * 2, frac(IN.worldPos.z / _ParcelSize) + _LineWidth);
28
+ fixed val = 1 - (val1 * val2);
29
+ o.Albedo = lerp(_MainColor, _LineColor, val);
30
+ o.Alpha = 1;
31
+ }
32
+ ENDCG
33
+ }
34
+ FallBack "Diffuse"
35
+ }
36
+
37
+ // //Shader uses screen-space partial derivatives, works the best with terrain meshes.
38
+
39
+ // Shader "Wireframe"
40
+ // {
41
+ // Properties
42
+ // {
43
+ // [Header(Settings)] [Toggle] _transparency ("Transparency", Float) = 1
44
+ // }
45
+ // Subshader
46
+ // {
47
+ // Pass
48
+ // {
49
+ // Cull Off
50
+ // CGPROGRAM
51
+ // #pragma vertex vertex_shader
52
+ // #pragma fragment pixel_shader
53
+ // #pragma target 3.0
54
+
55
+ // struct structure
56
+ // {
57
+ // float4 gl_Position : SV_POSITION;
58
+ // float3 vertex : TEXCOORD0;
59
+ // };
60
+
61
+ // float _transparency;
62
+
63
+ // structure vertex_shader (float4 vertex:POSITION)
64
+ // {
65
+ // structure vs;
66
+ // vs.gl_Position = UnityObjectToClipPos (vertex);
67
+ // vs.vertex = vertex;
68
+ // return vs;
69
+ // }
70
+
71
+ // float4 pixel_shader (structure ps) : COLOR
72
+ // {
73
+ // float2 p = ps.vertex.xz;
74
+ // float2 g = abs(frac(p - 0.5) - 0.5) / fwidth(p);
75
+ // float s = min(g.x, g.y);
76
+ // float4 c = float4(s,s,s, 1.0);
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+ // if (c.r<1.0)
78
+ // return 1.0-c;
79
+ // else
80
+ // {
81
+ // if (_transparency==1) discard;
82
+ // return 0;
83
+ // }
84
+ // }
85
+ // ENDCG
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+ // }
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+ // }
88
+ // }
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