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Assets/BITKit/Unity/Shader/WireframeURP.shader
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64
Assets/BITKit/Unity/Shader/WireframeURP.shader
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Shader "Custom/WireframeURP"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_LineColor("Line Color", Color) = (1, 1, 1, 1)
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_BGColor("Background Color", Color) = (0, 0, 0, 0)
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_LineWidth("Line Width", Range(0,0.1)) = 0.005
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Name "Wireframe"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 barycentric : TEXCOORD0; // Barycentric coordinates for wireframe
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float3 barycentric : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _LineColor;
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float4 _BGColor;
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float _LineWidth;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.barycentric.xy;
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o.barycentric = v.barycentric;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half3 bary = i.barycentric;
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bary = fwidth(bary) * _LineWidth + bary;
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half mask = step(1, abs(bary.x) + abs(bary.y) + abs(bary.z));
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half4 col = lerp(_LineColor, _BGColor, mask);
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return col;
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}
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ENDCG
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}
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}
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}
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