forked from BilalY/Rasagar
64 lines
1.4 KiB
Plaintext
64 lines
1.4 KiB
Plaintext
Shader "Hidden/ProBuilder/SmoothingPreview"
|
|
{
|
|
Properties {
|
|
_Opacity ("Opacity", Float) = .5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
|
|
Lighting Off
|
|
ZTest LEqual
|
|
ZWrite On
|
|
Cull Back
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include "UnityCG.cginc"
|
|
|
|
float _Opacity;
|
|
float _Dither;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
|
|
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
|
|
o.pos.xyz *= .98;
|
|
o.pos = mul(UNITY_MATRIX_P, o.pos);
|
|
o.color = v.color;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag (v2f i) : COLOR
|
|
{
|
|
i.pos.xy = floor(i.pos.xy * 1) * .5;
|
|
float checker = -frac(i.pos.x + i.pos.y);
|
|
clip(lerp(1, checker, _Dither));
|
|
|
|
half4 c = half4(i.color.rgb, i.color.a * _Opacity);
|
|
return c;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|