180 lines
4.9 KiB
Plaintext
180 lines
4.9 KiB
Plaintext
Shader /*ase_name*/ "Hidden/Built-In/Wireframe" /*end*/
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{
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Properties
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{
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_WireframeSmoothing ( "Wireframe Smoothing", Range( 0, 10 ) ) = 1
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_WireframeThickness ( "Wireframe Thickness", Range( 0, 10 ) ) = 1
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/*ase_props*/
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:_VertexOffset,Vertex Position
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Relative:SetPortName:_VertexOffset,Vertex Offset
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Option:Wireframe Mode:Opaque,Alpha Blend,Alpha Custom:Opaque
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Opaque:RemoveDefine:ASE_WIREFRAME_ALPHA
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Opaque:ShowPort:_SurfaceColor
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Opaque:SetPropertyOnPass:Unlit:BlendRGB,One,Zero
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Opaque:SetPropertyOnSubShader:RenderType,Opaque
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Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
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Opaque:SetPropertyOnSubShader:ZWrite,On
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Alpha Blend:SetDefine:ASE_WIREFRAME_ALPHA
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Alpha Blend:HidePort:_SurfaceColor
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Alpha Blend:SetPropertyOnPass:Unlit:BlendRGB,SrcAlpha,OneMinusSrcAlpha
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Alpha Blend:SetPropertyOnSubShader:RenderType,Transparent
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Alpha Blend:SetPropertyOnSubShader:RenderQueue,Transparent
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Alpha Blend:SetPropertyOnSubShader:ZWrite,Off
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Alpha Custom:SetDefine:ASE_WIREFRAME_ALPHA
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Alpha Custom:HidePort:_SurfaceColor
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*/
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Tags { "RenderType"="Opaque" }
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LOD 0
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/*ase_stencil*/
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/*ase_all_modules*/
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CGINCLUDE
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#pragma target 3.5
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float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
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{
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float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
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#if UNITY_UV_STARTS_AT_TOP
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positionCS.y = -positionCS.y;
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#endif
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return positionCS;
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}
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ENDCG
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/*ase_pass*/
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Pass
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{
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/*ase_main_pass*/
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Name "Unlit"
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Blend One Zero
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CGPROGRAM
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#pragma require geometry
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#pragma vertex vert_setup
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#pragma geometry geom
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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/*ase_pragma*/
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struct appdata
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{
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float4 vertex : POSITION;
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/*ase_vdata:p=p*/
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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 baryCoords : TEXCOORD0;
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/*ase_interp(1,):sp=sp.xyzw*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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/*ase_globals*/
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/*ase_funcs*/
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appdata vert_setup( appdata v )
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{
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return v;
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}
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v2f vert_apply( appdata v, float3 baryCoords /*ase_vert_input*/ )
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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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UNITY_TRANSFER_INSTANCE_ID( v, o );
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/*ase_vert_code:v=appdata;o=v2f*/
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float3 vertexValue = float3( 0, 0, 0 );
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#if ASE_ABSOLUTE_VERTEX_POS
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vertexValue = v.vertex.xyz;
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#endif
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vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/vertexValue/*end*/;
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#if ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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o.pos = UnityObjectToClipPos( v.vertex );
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o.baryCoords = baryCoords;
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return o;
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}
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[maxvertexcount(15)]
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void geom( triangle appdata input[3], uint pid : SV_PrimitiveID, inout TriangleStream<v2f> outStream )
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{
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outStream.Append( vert_apply( input[ 0 ], float3( 1, 0, 0 ) ) );
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outStream.Append( vert_apply( input[ 1 ], float3( 0, 1, 0 ) ) );
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outStream.Append( vert_apply( input[ 2 ], float3( 0, 0, 1 ) ) );
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}
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float _WireframeSmoothing;
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float _WireframeThickness;
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half ComputeWireframe( float3 baryCoords )
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{
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float3 deltas = fwidth( baryCoords );
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float3 smoothing = deltas * _WireframeSmoothing;
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float3 thickness = deltas * _WireframeThickness;
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baryCoords = smoothstep( thickness, thickness + smoothing, baryCoords );
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float minBary = min( baryCoords.x, min( baryCoords.y, baryCoords.z ) );
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return 1 - minBary;
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}
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half4 frag( v2f IN /*ase_frag_input*/ ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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/*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
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/*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
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/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos );
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/*ase_frag_code:IN=v2f*/
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half3 wireColor = /*ase_frag_out:Wire Color;Float3;0;-1;_WireColor*/half3( 0, 0, 0 )/*end*/;
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half3 surfaceColor = /*ase_frag_out:Surface Color;Float3;1;-1;_SurfaceColor*/half3( 1, 1, 1 )/*end*/;
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half wire = ComputeWireframe( IN.baryCoords );
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half4 finalColor;
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#if defined( ASE_WIREFRAME_ALPHA )
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finalColor.rgb = wireColor;
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finalColor.a = wire;
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#else
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finalColor.rgb = lerp( surfaceColor.rgb, wireColor.rgb, wire );
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finalColor.a = 1;
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#endif
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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}
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