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69 行
1.3 KiB
69 行
1.3 KiB
Shader "Instanced/LineShaderProc" {
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Properties
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{
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}
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SubShader
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{
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Pass
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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ZWrite off
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ZTest Always
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Cull off
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//Blend One One
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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#pragma target 4.5
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#include "UnityCG.cginc"
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StructuredBuffer<float4> colorBuffer;
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float4 Palette(uint index)
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{
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return colorBuffer[index];
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}
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float4 color; // glyph scale in world (x,y) and on texture (z,w)
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float4 scales;
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struct instanceData
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{
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float4 begin;
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float4 end;
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};
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StructuredBuffer<instanceData> positionBuffer;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : TEXCOORD0;
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};
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v2f vert(uint vid : SV_VertexID, uint instanceID : SV_InstanceID)
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{
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float4 pos = (vid & 1) ? positionBuffer[vid >> 1].end : positionBuffer[vid >> 1].begin;
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float4 worldPos = float4(pos.xyz, 1);
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float4 projectionPos = mul(UNITY_MATRIX_VP, worldPos);
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v2f o;
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o.pos = projectionPos;
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o.color = Palette(pos.w);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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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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