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Geometry shader template for Unity. Creates boilerplate code for a simple geometry shader.
// This is a script template to create a simple geometry shader in Unity.
// Place this file at the following location: [Unity Editor Path]\Editor\Data\Resources\ScriptTemplates
Shader "Custom/#NAME#"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
[maxvertexcount(3)]
void geom (triangle v2f input[3], inout TriangleStream<v2f> output)
{
v2f o = (v2f)0;
for(int i = 0; i < 3; i++)
{
o.vertex = input[i].vertex;
o.uv = input[i].uv;
output.Append(o);
}
output.RestartStrip();
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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