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-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader130
1 files changed, 65 insertions, 65 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader
index cd0db9b9..2a9c6879 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader
@@ -1,65 +1,65 @@
-Shader "UMotion Editor/Wires Only"
-{
- Properties
- {
- _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
- _Size("Wire Size", 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 _Size;
-
- struct vInput
- {
- float4 vertex : POSITION;
- half4 texcoord : TEXCOORD0;
- };
-
- struct vOutput
- {
- float4 pos : SV_POSITION;
- fixed3 wirecoord : TEXCOORD1;
- };
-
- vOutput vert(vInput i)
- {
- vOutput o;
-
- o.pos = UnityObjectToClipPos(i.vertex);
-
- o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
-
- return o;
- }
-
- fixed4 frag(vOutput i) : SV_Target
- {
- half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
- half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
- half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
-
- return fixed4(_Color.xyz, 1 - wireAlpha);
- }
-
- ENDCG
- } //Pass
- } //SubShader
-} //Shader
+Shader "UMotion Editor/Wires Only"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _Size("Wire Size", 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 _Size;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return fixed4(_Color.xyz, 1 - wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader