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WireFrame.shader
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Shader "Custom/WireFrame" | |
{ | |
Properties | |
{ | |
_LineColor ("Line Color", Color) = (1,1,1,1) | |
_GridColor ("Grid Color", Color) = (1,1,1,0) | |
_LineWidth ("Line Width", float) = 0.01 | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
Cull off | |
Tags { "RenderType" = "Transparent" } | |
Blend SrcAlpha OneMinusSrcAlpha | |
AlphaTest Greater 0.5 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform float4 _LineColor; | |
uniform float4 _GridColor; | |
uniform float _LineWidth; | |
// vertex input: position, uv1, uv2 | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float4 texcoord1 : TEXCOORD0; | |
float4 color : COLOR; | |
}; | |
struct v2f | |
{ | |
float4 pos : POSITION; | |
float4 texcoord1 : TEXCOORD0; | |
float4 color : COLOR; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.pos = mul( UNITY_MATRIX_MVP, v.vertex); | |
o.texcoord1 = v.texcoord1; | |
o.color = v.color; | |
return o; | |
} | |
fixed4 frag(v2f i) : COLOR | |
{ | |
fixed4 answer; | |
float lx = step(_LineWidth, i.texcoord1.x); | |
float ly = step(_LineWidth, i.texcoord1.y); | |
float hx = step(i.texcoord1.x, 1 - _LineWidth); | |
float hy = step(i.texcoord1.y, 1 - _LineWidth); | |
answer = lerp(_LineColor, _GridColor, lx*ly*hx*hy); | |
return answer; | |
} | |
ENDCG | |
} | |
} | |
Fallback "Vertex Colored", 1 | |
} |
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こんな感じで表示されます。
ワイヤーフレームの表現なので奥の輪郭も表示されるようになってます。