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Pass { ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Navmesh.cginc" float4 _Color; float _PixelWidth; // Number of screen pixels that the _Falloff texture corresponds to static const float FalloffTextureScreenPixels = 2; line_v2f vert(appdata_color v, out float4 outpos : SV_POSITION) { line_v2f o = line_vert(v, _PixelWidth, outpos); o.col = v.color * _Color; //half3 worldNormal = UnityObjectToWorldNormal(v.normal); //o.col.rbg = worldNormal * 0.5 + 0.5; if (!IsGammaSpaceCompatibility()) { o.col.rgb = GammaToLinearSpace(o.col.rgb); } return o; } half4 frag(line_v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : COLOR { float2 p = (i.screenPos.xy / i.screenPos.w) - (i.originScreenPos.xy / i.originScreenPos.w); // Handle DirectX properly. See https://docs.unity3d.com/Manual/SL-PlatformDifferences.html p.y *= _ProjectionParams.x; float dist = dot(p * _ScreenParams.xy, i.normal) / _PixelWidth; float FalloffFractionOfWidth = FalloffTextureScreenPixels / (_PixelWidth * 0.5); float a = lineAA((abs(dist * 4) - (1 - FalloffFractionOfWidth)) / FalloffFractionOfWidth); //i.col.rgb = float3(0,i.normal.x, i.normal.y) * 0.5 + 0.5; return i.col * float4(1,1,1,1); } ENDCG }
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