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Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader')
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader126
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