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Shader "Custom/board_shader" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_penX("Pen X", Range(0,1)) = 0.0 | |
_penY("Pen Y", Range(0,1)) = 0.0 | |
// This is a single render texture | |
_MainTex("Albedo (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
fixed4 _Color; | |
float _penX; | |
float _penY; | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
float x = IN.uv_MainTex.x; | |
float y = IN.uv_MainTex.y; | |
float penSize = 0.01f; | |
if (x > _penX && x < _penX + penSize && y > _penY && y < _penY + penSize) { | |
o.Albedo = float4(1.0f, 1.0f, 1.0f, 1.0f); | |
} | |
} | |
ENDCG | |
} | |
} |
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