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