forked from BilalY/Rasagar
77 lines
1.7 KiB
Plaintext
77 lines
1.7 KiB
Plaintext
Shader "Hidden/ProBuilder/VertexPicker"
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{
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Properties {}
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SubShader
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{
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Tags
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{
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"ProBuilderPicker"="VertexPass"
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"RenderType"="Transparent"
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"IgnoreProjector"="True"
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"DisableBatching"="True"
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// needed by HDRP
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"LightMode"="Always"
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}
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Lighting Off
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ZTest LEqual
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ZWrite On
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Cull Off
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Blend Off
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Offset -1, -1
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Pass
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{
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Name "Vertices"
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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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#include "ProBuilderCG.cginc"
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// Is the camera in orthographic mode? (1 yes, 0 no)
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#define ORTHO (1 - UNITY_MATRIX_P[3][3])
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
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o.pos.xyz *= lerp(.99, .95, ORTHO);
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o.pos = mul(UNITY_MATRIX_P, o.pos);
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o.pos = GetPickerColor(o.pos, v.texcoord1);
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o.uv = v.texcoord.xy;
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o.color = v.color;
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return o;
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}
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float4 frag (v2f i) : COLOR
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{
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return i.color;
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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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