2023-05-08 15:56:10 +03:00

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