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Shader "Hidden/ALINE/Surface" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0.5)
_MainTex ("Texture", 2D) = "white" { }
_Scale ("Scale", float) = 1
_FadeColor ("Fade Color", Color) = (1,1,1,0.3)
}
HLSLINCLUDE
float4 _MainTex_ST;
float4 _Color;
float4 _FadeColor;
float _Scale;
#pragma vertex vert
#pragma fragment frag
ENDHLSL
// First subshader is for the HighDefinitionRenderPipeline.
// The shader contents are identical except that it defines UNTIY_HDRP.
SubShader {
PackageRequirements {
"com.unity.render-pipelines.high-definition": "0.1"
}
Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "RenderPipeline"="HighDefinitionRenderPipeline"}
LOD 200
Offset -2, -20
Cull Off
Pass {
// Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface
Offset 0, 0
ZWrite On
ColorMask 0
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color, _Scale);
}
float4 frag (v2f i) : SV_Target {
if (i.col.a < 0.3) discard;
return float4(1,1,1,1);
}
ENDHLSL
}
// Render behind
Pass {
ZWrite Off
ZTest Greater
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color * _FadeColor, _Scale);
}
float4 frag (v2f i) : SV_Target {
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
}
ENDHLSL
}
// Render in front
Pass {
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color, _Scale);
}
float4 frag (v2f i) : SV_Target {
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
}
ENDHLSL
}
}
SubShader {
Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
Offset -2, -20
Cull Off
Pass {
// Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface
Offset 0, 0
ZWrite On
ColorMask 0
HLSLPROGRAM
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color, _Scale);
}
float4 frag (v2f i) : SV_Target {
if (i.col.a < 0.3) discard;
return float4(1,1,1,1);
}
ENDHLSL
}
// Render behind
Pass {
ZWrite Off
ZTest Greater
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color * _FadeColor, _Scale);
}
float4 frag (v2f i) : SV_Target {
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
}
ENDHLSL
}
// Render in front
Pass {
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#include "aline_common_surface.cginc"
UNITY_DECLARE_TEX2D(_MainTex);
v2f vert (appdata_color v) {
return vert_base(v, _Color, _Scale);
}
float4 frag (v2f i) : SV_Target {
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
}
ENDHLSL
}
}
Fallback Off
}
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