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Cielonos/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/Wireframe.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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