Net.Like.Xue.Tokyo/Assets/BITKit/Unity/Shader/WireframeURP.shader

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