GameVsJam/3d Prototyp/Assets/UMotionEditor/Shaders/WiresOnly.shader

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Shader "UMotion Editor/Wires Only"
{
Properties
{
_Color("Main Color (RGB)", color) = (1, 1, 1, 1)
_Size("Wire Size", Range(0, 4)) = 0.9
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
half _Size;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct vOutput
{
float4 pos : SV_POSITION;
fixed3 wirecoord : TEXCOORD1;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
return fixed4(_Color.xyz, 1 - wireAlpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader