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-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader146
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader80
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader84
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader140
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader126
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader62
-rw-r--r--Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader130
7 files changed, 384 insertions, 384 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader
index 6ca491b3..f9dd2196 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader
@@ -1,73 +1,73 @@
-Shader "UMotion Editor/Camera Lit"
-{
- Properties
- {
- _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
- _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
- _WireSize("Wire Size", Range(0, 4)) = 0.9
- }
-
- SubShader
- {
- Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
-
- #include "UnityCG.cginc"
-
- fixed4 _Color;
- fixed4 _WireColor;
- half _WireSize;
-
- struct vInput
- {
- float4 vertex : POSITION;
- half4 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- };
-
- struct vOutput
- {
- float4 pos : SV_POSITION;
- fixed3 wirecoord : TEXCOORD1;
- float3 lambert : TEXCOORD2;
- };
-
- 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);
-
- float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
- float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
- o.lambert = saturate(dot(viewDir, worldNormal));
-
- return o;
- }
-
- fixed4 frag(vOutput i) : SV_Target
- {
- fixed4 outColor;
- outColor.rgb = i.lambert * _Color;
- outColor.a = 1.0;
-
- half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
- half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
- half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
-
- return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
- }
-
- ENDCG
- } //Pass
- } //SubShader
-} //Shader
+Shader "UMotion Editor/Camera Lit"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _WireSize("Wire Size", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ fixed4 _WireColor;
+ half _WireSize;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ float3 normal : NORMAL;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ float3 lambert : TEXCOORD2;
+ };
+
+ 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);
+
+ float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
+ float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
+ o.lambert = saturate(dot(viewDir, worldNormal));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ fixed4 outColor;
+ outColor.rgb = i.lambert * _Color;
+ outColor.a = 1.0;
+
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader
index dc4654a9..50815eef 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader
@@ -1,41 +1,41 @@
-Shader "UMotion Editor/Color Unlit"
-{
- Properties
- {
- // Color property for material inspector, default to white
- _Color ("Main Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- // vertex shader
- // this time instead of using "appdata" struct, just spell inputs manually,
- // and instead of returning v2f struct, also just return a single output
- // float4 clip position
- float4 vert (float4 vertex : POSITION) : SV_POSITION
- {
- return UnityObjectToClipPos(vertex);
- }
-
- // color from the material
- fixed4 _Color;
-
- // pixel shader, no inputs needed
- fixed4 frag () : SV_Target
- {
- return _Color; // just return it
- }
- ENDCG
- }
- }
+Shader "UMotion Editor/Color Unlit"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
} \ No newline at end of file
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader
index 536f40bc..de069c03 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader
@@ -1,43 +1,43 @@
-Shader "UMotion Editor/Color Unlit Transparent"
-{
- Properties
- {
- // Color property for material inspector, default to white
- _Color ("Main Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "IgnoreProjector"="True" }
- LOD 100
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- // vertex shader
- // this time instead of using "appdata" struct, just spell inputs manually,
- // and instead of returning v2f struct, also just return a single output
- // float4 clip position
- float4 vert (float4 vertex : POSITION) : SV_POSITION
- {
- return UnityObjectToClipPos(vertex);
- }
-
- // color from the material
- fixed4 _Color;
-
- // pixel shader, no inputs needed
- fixed4 frag () : SV_Target
- {
- return _Color; // just return it
- }
- ENDCG
- }
- }
+Shader "UMotion Editor/Color Unlit Transparent"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
} \ No newline at end of file
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
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
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader
index 6be5ffb1..f4535f98 100644
--- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader
+++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader
@@ -1,32 +1,32 @@
-// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit
-Shader "UMotion Editor/Vertex Color Unlit"
-{
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
-
- Category
- {
- Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
- Lighting Off
-
- BindChannels
- {
- Bind "Color", color
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord
- }
-
- SubShader
- {
- Pass
- {
- SetTexture [_MainTex]
- {
- Combine texture * primary DOUBLE
- }
- }
- }
- }
+// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit
+Shader "UMotion Editor/Vertex Color Unlit"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+
+ Category
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ Lighting Off
+
+ BindChannels
+ {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ SubShader
+ {
+ Pass
+ {
+ SetTexture [_MainTex]
+ {
+ Combine texture * primary DOUBLE
+ }
+ }
+ }
+ }
} \ No newline at end of file
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