Shader "Obi/VoxelMaterial" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Size("Square size",Float) = 0.95 _InsideColor("Inside color",Color) = (1,1,1,1) _OutsideColor("Outside color",Color) = (0,0,0,1) } SubShader { Pass { Cull Back Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct vin{ float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos: POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float _Size; fixed4 _InsideColor; fixed4 _OutsideColor; v2f vert(vin v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.texcoord = v.texcoord; o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { float2 centered = i.texcoord * 2 - 1; float square = max(abs(centered.x), abs(centered.y)) - 0.05f/(2.0*1.4142); float width = fwidth(square); float alpha = smoothstep(_Size - width, _Size, square); return lerp(_InsideColor,_OutsideColor,alpha); } ENDCG } } }