106 lines
2.7 KiB
Plaintext
106 lines
2.7 KiB
Plaintext
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Shader "ARLocation/LineShader"
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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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_Color ("Color", Color) = (0, 0, 0, 0.6)
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_Origin ("Origin", Vector) = (0, 0, 0, 1)
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_MaxDistance ("Max Distance", Float) = 4
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_FadeDistance ("Fade Distance", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members worldPos)
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#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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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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float4 worldPos : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half4 _Color;
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float4 _Origin;
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float _MaxDistance;
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float _FadeDistance;
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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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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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// sample the texture
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// apply fog
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//UNITY_APPLY_FOG(i.fogCoord, col);
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float d = distance(i.worldPos, _Origin);
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//i.uv.x -= d;
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fixed4 col = tex2D(_MainTex, i.uv);
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col *= _Color;
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if (d > _MaxDistance)
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{
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col.a *= 0;
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}
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else if (d < (_MaxDistance - _FadeDistance))
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{
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col.a *= 1;
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}
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else
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{
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col.a *= (_MaxDistance - d)/_FadeDistance;
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}
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//float maxDistance = 2.0;
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//if (d >= maxDistance)
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//{
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// col.a = 0;
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//}
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//else
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//{
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// col.a = 1 - d/maxDistance;
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//}
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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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