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Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader')
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader140
1 files changed, 70 insertions, 70 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader
index 9e0fb815..37798944 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader
@@ -1,70 +1,70 @@
-Shader "UMotion Editor/Unlit Dashed Line"
-{
- Properties
- {
- _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
- _Thickness("Line Thikness", Range(0, 4)) = 0.9
- _DashFrequency("Dash Frequency", Range(0, 150)) = 100
- }
-
- SubShader
- {
- Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
- LOD 100
-
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
-
- #include "UnityCG.cginc"
-
- fixed4 _Color;
- half _Thickness;
- half _DashFrequency;
-
- struct vInput
- {
- float4 vertex : POSITION;
- half4 texcoord : TEXCOORD0;
- };
-
- struct vOutput
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- vOutput vert(vInput i)
- {
- vOutput o;
-
- o.pos = UnityObjectToClipPos(i.vertex);
-
- o.uv = i.texcoord.xy;
- o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
-
- return o;
- }
-
- fixed4 frag(vOutput i) : SV_Target
- {
- half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
-
- half2 width = abs(ddx(mass)) + abs(ddy(mass));
- half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
- half alpha = max(smoothed.x, smoothed.y);
-
- return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
- }
-
- ENDCG
- } //Pass
- } //SubShader
-} //Shader
+Shader "UMotion Editor/Unlit Dashed Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ _DashFrequency("Dash Frequency", Range(0, 150)) = 100
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Thickness;
+ half _DashFrequency;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.uv = i.texcoord.xy;
+ o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
+
+ half2 width = abs(ddx(mass)) + abs(ddy(mass));
+ half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
+ half alpha = max(smoothed.x, smoothed.y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader