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@ohookins
Created March 12, 2018 20:21
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Edges-only shader for cube-like things
Shader "Custom/EdgesOnly"
{
Properties
{
_EdgeColor ("Edge Color", Color) = (1,1,1,1)
_EdgeWidth ("Edge Width", Range(0, 0.3)) = 0.1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
fixed4 _EdgeColor;
float _EdgeWidth;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = (i.uv.x < _EdgeWidth || i.uv.x > 1-_EdgeWidth || i.uv.y < _EdgeWidth || i.uv.y > 1-_EdgeWidth) ? _EdgeColor : (0,0,0,0);
return col;
}
ENDCG
}
}
}
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