Initial Commit
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Shader "Unlit/WireframeShader" {
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Properties {
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_WireframeColor("WireframeColor", Color) = (1, 0, 0, 1)
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_Color("Color", Color) = (1, 1, 1, 1)
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_DistanceMultipler("DistanceMultiplier", Range(1, 5)) = 1
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}
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SubShader {
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Pass {
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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half4 _WireframeColor, _Color;
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float _LineThickness, _DistanceMultipler;
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR; // barycentric coords
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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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float3 vertexView : TEXCOORD0;
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float3 color: COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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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.vertexView = UnityObjectToViewPos(v.vertex);
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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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{
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// on edge, one or the coordinates is 0
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float closest = min(i.color.x, min(i.color.y, i.color.z));
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// use distance to make far away edges visible
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float distance = length(i.vertexView) * _DistanceMultipler * 0.02;
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float val = closest/distance;
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return lerp(_WireframeColor, _Color, clamp(val,0,1));
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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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