92 lines
2.0 KiB
Plaintext
92 lines
2.0 KiB
Plaintext
Shader "Hidden/Griffin/SubDivisionVisualizer"
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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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_Step ("Step", Float) = 0.1
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_Color0 ("C0", Color) = (1,0,0,1)
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_Color1 ("C1", Color) = (0,1,0,1)
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_Color2 ("C2", Color) = (0,0,1,1)
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_Color3 ("C3", Color) = (1,1,0,1)
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_Color4 ("C4", Color) = (0,1,1,1)
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_Color5 ("C5", Color) = (1,0,1,1)
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_Color6 ("C6", Color) = (1,1,1,1)
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_Color7 ("C7", Color) = (1,0.5,0,1)
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_Color8 ("C8", Color) = (0,1,0.5,1)
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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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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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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UNITY_FOG_COORDS(1)
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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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float _Step;
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float4 _Color0;
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float4 _Color1;
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float4 _Color2;
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float4 _Color3;
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float4 _Color4;
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float4 _Color5;
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float4 _Color6;
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float4 _Color7;
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float4 _Color8;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float4 layerColors[9] = {
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_Color0,
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_Color1,
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_Color2,
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_Color3,
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_Color4,
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_Color5,
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_Color6,
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_Color7,
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_Color8
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};
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fixed4 col = tex2D(_MainTex, i.uv);
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float gray = col.r;
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int colorIndex = (int)(gray/_Step);
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return layerColors[colorIndex];
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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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