Shader "Hidden/Griffin/PainterCursor" { Properties { _Color ("Color", Color) = (0,1,1,1) _MainTex ("Main Texture", 2D) = "black" {} } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float4 _Color; sampler2D _MainTex; float4 _MainTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float Stripe(in float x, in float stripeX, in float pixelWidth) { // compute derivatives to get ddx / pixel float2 derivatives = float2(ddx(x), ddy(x)); float derivLen = length(derivatives); float sharpen = 1.0f / max(derivLen, 0.00001f); return saturate(0.5f + 0.5f * (0.5f * pixelWidth - sharpen * abs(x - stripeX))); } fixed4 frag (v2f i) : SV_Target { float texGray = tex2D(_MainTex, i.uv).r; float stripeWidth = 2.0f; // pixels float stripeLocation = 0.05f; // at 5% alpha float brushStripe = Stripe(texGray, stripeLocation, stripeWidth); float4 color = _Color; color.a = _Color.a*texGray*(brushStripe<0.5) + _Color*(brushStripe>=0.5); return color; } ENDCG SubShader { Tags { "Queue"="Overlay" "RenderType"="Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha BlendOp Add ZTest Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }