74 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| } |