diff options
Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader')
-rw-r--r-- | Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader | 126 |
1 files changed, 63 insertions, 63 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader index 6c789116..29e1927d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader @@ -1,63 +1,63 @@ -Shader "UMotion Editor/Unlit Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="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; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float uv_y : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - o.uv_y = i.texcoord.y; - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y)); - half alpha = smoothstep(0, width * _Thickness, i.uv_y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="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;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float uv_y : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+ o.uv_y = i.texcoord.y;
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y));
+ half alpha = smoothstep(0, width * _Thickness, i.uv_y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
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