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 } } }