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80 行
2.4 KiB
80 行
2.4 KiB
Shader "Unlit/FeatheredPlaneShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
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_PlaneColor("Plane Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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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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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 uv2 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 uv2 : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _TexTintColor;
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fixed4 _PlaneColor;
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float _ShortestUVMapping;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv2 = v.uv2;
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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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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
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col = lerp( _PlaneColor, col, col.a);
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// Fade out from as we pass the edge.
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// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
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// We fade until we reach at the edge of the shortest UV mapping.
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// This is the remmaped UV value at the vertex.
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// We choose the shorted one so that ll edges will fade out completely.
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// See ARFeatheredPlaneMeshVisualizer.cs for more details.
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col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
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return col;
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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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