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