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ApexSurgery/Assets/Oculus/SampleFramework/Usage/SceneManager/Shaders/WireframeShader.shader
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2025-07-04 20:33:06 +03:00

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Shader "Unlit/WireframeShader" {
Properties {
_WireframeColor("WireframeColor", Color) = (1, 0, 0, 1)
_Color("Color", Color) = (1, 1, 1, 1)
_DistanceMultipler("DistanceMultiplier", Range(1, 5)) = 1
}
SubShader {
Pass {
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
half4 _WireframeColor, _Color;
float _LineThickness, _DistanceMultipler;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR; // barycentric coords
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 vertexView : TEXCOORD0;
float3 color: COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertexView = UnityObjectToViewPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// on edge, one or the coordinates is 0
float closest = min(i.color.x, min(i.color.y, i.color.z));
// use distance to make far away edges visible
float distance = length(i.vertexView) * _DistanceMultipler * 0.02;
float val = closest/distance;
return lerp(_WireframeColor, _Color, clamp(val,0,1));
}
ENDCG
}
}
}