BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Utilities/SubDivisionVisualizer.shader

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2025-03-14 21:04:19 +08:00
Shader "Hidden/Griffin/SubDivisionVisualizer"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Float) = 0.1
_Color0 ("C0", Color) = (1,0,0,1)
_Color1 ("C1", Color) = (0,1,0,1)
_Color2 ("C2", Color) = (0,0,1,1)
_Color3 ("C3", Color) = (1,1,0,1)
_Color4 ("C4", Color) = (0,1,1,1)
_Color5 ("C5", Color) = (1,0,1,1)
_Color6 ("C6", Color) = (1,1,1,1)
_Color7 ("C7", Color) = (1,0.5,0,1)
_Color8 ("C8", Color) = (0,1,0.5,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Step;
float4 _Color0;
float4 _Color1;
float4 _Color2;
float4 _Color3;
float4 _Color4;
float4 _Color5;
float4 _Color6;
float4 _Color7;
float4 _Color8;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 layerColors[9] = {
_Color0,
_Color1,
_Color2,
_Color3,
_Color4,
_Color5,
_Color6,
_Color7,
_Color8
};
fixed4 col = tex2D(_MainTex, i.uv);
float gray = col.r;
int colorIndex = (int)(gray/_Step);
return layerColors[colorIndex];
}
ENDCG
}
}
}