Shader "Obi/DistanceFieldSlice" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag (v2f i) : SV_Target { half dist = tex2D(_MainTex, i.uv).x-0.5; // signed distance half adist = abs(dist); // absolute distance half isofunc = sin(adist*40); // isolines function // antialiased isolines: half change = fwidth(isofunc); half isolines = smoothstep(-change,change,isofunc); // antialiazed sign: change = fwidth(dist); half sign = smoothstep(-change,change,dist); half final = (1-adist) * (0.85+isolines*0.15); return half4(final,final*sign,final*sign,1); } ENDCG } } }