ND_SimulationAutomaticControl/Assets/Scripts/Line/WireShader.shader

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// WireShader.shader
Shader "Custom/WireShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Thickness ("Thickness", Range(0, 0.1)) = 0.02
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry+1" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(0)
};
fixed4 _Color;
float _Thickness;
v2f vert (appdata v)
{
v2f o;
// 将顶点稍微向摄像机方向偏移,避免深度冲突
float3 viewPos = UnityObjectToViewPos(v.vertex);
viewPos.z -= _Thickness * 10; // 轻微深度偏移
o.vertex = UnityViewToClipPos(viewPos);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}