forked from BilalY/Rasagar
79 lines
1.9 KiB
Plaintext
79 lines
1.9 KiB
Plaintext
Shader "Hidden/ProBuilder/LineBillboardMetal"
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{
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Properties
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{
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_Scale("Scale", Range(1,7)) = 3.3
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_Color ("Color", Color) = (1,1,1,1)
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_HandleZTest ("_HandleZTest", Int) = 8
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_HandleZWrite("_HandleZWrite", Int) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector"="True"
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"RenderType"="Geometry"
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"Queue"="Geometry"
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"DisableBatching"="True"
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}
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Lighting Off
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ZTest [_HandleZTest]
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ZWrite [_HandleZWrite]
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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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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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float _Scale;
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float4 _Color;
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struct appdata
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{
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float4 vertex : POSITION;
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// next vertex is stored in xyz, and direction to move current vertex is w
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float4 tangent : TANGENT;
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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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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPosWithOffsetMetal(v.vertex.xyz);
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// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
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float4 clip = o.pos;
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float4 a = ClipToScreen(o.pos);
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float4 b = ClipToScreen(UnityObjectToClipPosWithOffset(v.tangent.xyz));
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float2 d = normalize(b-a).xy;
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float2 p = float2(-d.y, d.x);
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a.xy += p * v.tangent.w * _Scale;
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o.pos = ScreenToClip(a);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return _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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