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162 行
4.3 KiB
162 行
4.3 KiB
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "ML-Agents/GridPattern" {
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Properties {
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_LineColor ("Line Color", Color) = (1,1,1,1)
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_CellColor ("Cell Color", Color) = (0,0,0,0)
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// _SelectedColor ("Selected Color", Color) = (1,0,0,1)
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[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
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[IntRange] _GridSize("Grid Size", Range(1,100)) = 10
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_LineSize("Line Size", Range(0,1)) = 0.15
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// [FloatRange] _LineOffset("Line Offset", Range(0,1)) = 0
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[IntRange] _DrawU("Draw U Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
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[IntRange] _DrawV("Draw V Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
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// [IntRange] _SelectCell("Select Cell Toggle ( 0 = False , 1 = True )", Range(0,1)) = 0.0
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// [IntRange] _SelectedCellX("Selected Cell X", Range(0,100)) = 0.0
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// [IntRange] _SelectedCellY("Selected Cell Y", Range(0,100)) = 0.0
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness = 0.0;
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half _Metallic = 0.0;
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float4 _LineColor;
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float4 _CellColor;
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// float4 _SelectedColor;
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float _GridSize;
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// float _LineOffset;
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float _LineSize;
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float _DrawU;
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float _DrawV;
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// float _SelectCell;
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// float _SelectedCellX;
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// float _SelectedCellY;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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float2 uv = IN.uv_MainTex;
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// _SelectedCellX = floor(_SelectedCellX);
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// _SelectedCellY = floor(_SelectedCellY);
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fixed4 c = float4(0.0,0.0,0.0,0.0);
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float brightness = 1.0;
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float gsize = floor(_GridSize);
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gsize += _LineSize;
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float2 id;
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id.x = floor(uv.x/(1.0/gsize));
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// id.y = floor(uv.y/(1.0/gsize));
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id.y = floor(uv.y/(1.0/gsize));
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float4 color = _CellColor;
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brightness = _CellColor.w;
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// //This checks that the cell is currently selected if the Select Cell slider is set to 1 ( True )
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// if (round(_SelectCell) == 1.0 && id.x == _SelectedCellX && id.y == _SelectedCellY)
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// {
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// brightness = _SelectedColor.w;
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// color = _SelectedColor;
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// }
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// if (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)
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// {
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// brightness = _LineColor.w;
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// color = _LineColor;
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// }
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if(round(_DrawU) == 1.0)
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{
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if (frac(uv.x*gsize) <= _LineSize)
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{
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// if (frac(uv.x*gsize) <= _LineSize)
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// {
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brightness = _LineColor.w;
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color = _LineColor;
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}
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}
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if(round(_DrawV) == 1.0)
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{
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if (frac(uv.y*gsize) <= _LineSize)
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{
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brightness = _LineColor.w;
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color = _LineColor;
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}
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}
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// // if (round(uv.x*gsize) == .8)
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// // if (uv.x >= _LineOffset)
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// if (uv.x >= .2 && uv.x <= .3)
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// {
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// brightness = _LineColor.w;
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// color = _LineColor;
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// // color = _CellColor;
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// // brightness = _CellColor.w;
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// }
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// if (frac(uv.x*gsize) <= _LineSize && frac(uv.y*gsize) <= _LineSize)
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// {
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// // brightness = _LineColor.w;
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// // color = _LineColor;
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// color = _CellColor;
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// brightness = _CellColor.w;
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// }
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// if (frac(uv.x*gsize/_LineOffset) <= _LineSize)
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// {
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// brightness = _LineColor.w;
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// color = _LineColor;
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// }
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// if (frac(uv.x*gsize/.5) <= _LineSize || fradc(uv.y*gsize) <= _LineSize)
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// {
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// brightness = _LineColor.w;
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// color = _LineColor;
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// }
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//Clip transparent spots using alpha cutout
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if (brightness == 0.0) {
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clip(c.a - 1.0);
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}
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o.Albedo = float4( color.x*brightness,color.y*brightness,color.z*brightness,brightness);
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// Metallic and smoothness come from slider variables
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o.Metallic = 0.0;
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o.Smoothness = 0.0;
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o.Alpha = 0.0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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