deltavr multiplayer 2.0
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74
Assets/_PROJECT/Components/Guardian/GridShader.shader
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74
Assets/_PROJECT/Components/Guardian/GridShader.shader
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Shader "Custom/GridShader"
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{
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Properties
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{
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_GridColor ("Grid Color", Color) = (1, 1, 1, 1)
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_GridThickness ("Grid Thickness", Range(0, 0.1)) = 0.02
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_GridSpacing ("Grid Spacing", Range(0, 1)) = 0.1
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_CutoffDistance ("Cutoff Distance", Range(0, 10)) = 1
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent" "RenderType"="Transparent"
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}
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _GridColor;
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float _GridThickness;
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float _GridSpacing;
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float _CutoffDistance;
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 gridColor = _GridColor;
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float3 worldPos = i.worldPos;
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float dist = distance(_WorldSpaceCameraPos, worldPos);
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const float gridDistance = fmod(dist, _GridSpacing);
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if (dist <= _CutoffDistance)
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{
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if (gridDistance < _GridThickness || gridDistance > _GridSpacing - _GridThickness)
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{
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return gridColor;
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}
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return half4(gridColor.r, gridColor.g, gridColor.b, 0.05);
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}
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return half4(0, 0, 0, 0); // return fully transparent color
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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