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<input semantic="TEXCOORD" source="#Plane-mesh-map-1" offset="2" set="1"/> | |
<vcount>4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 </vcount> | |
<p>0 0 0 1 0 1 9 0 2 7 0 3 1 0 4 18 0 5 19 0 6 9 0 7 3 0 8 26 0 9 18 0 10 1 0 11 2 0 12 3 0 13 1 0 14 0 0 15 29 0 16 2 0 17 0 0 18 4 0 19 4 0 20 0 0 21 7 0 22 5 0 23 5 0 24 7 0 25 12 0 26 6 0 27 7 0 28 9 0 29 8 0 30 12 0 31 9 0 32 19 0 33 22 0 34 8 0 35 8 0 36 22 0 37 11 0 38 10 0 39 12 0 40 8 0 41 10 0 42 13 0 43 6 0 44 12 0 45 13 0 46 33 0 47 14 0 48 15 0 49 26 0 50 3 0 51 17 0 52 14 0 53 3 0 54 2 0 55 16 0 56 17 0 57 2 0 58 29 0 59 18 0 60 20 0 61 21 0 62 19 0 63 26 0 64 27 0 65 20 0 66 18 0 67 19 0 68 21 0 69 23 0 70 22 0 71 22 0 72 23 0 73 24 0 74 11 0 75 15 0 76 25 0 77 27 0 78 26 0 79 30 0 80 4 0 81 5 0 82 28 0 83 35 0 84 29 0 85 4 0 86 30 0 87 28 0 88 5 0 89 6 0 90 31 0 91 31 0 92 6 0 93 33 0 94 32 0 95 34 0 96 16 0 97 29 0 98 35 0 99</p> | |
</polylist> | |
</mesh> | |
</geometry> | |
</library_geometries> | |
<library_visual_scenes> | |
<visual_scene id="Scene" name="Scene"> | |
<node id="DistortedPlaneFlat" name="DistortedPlaneFlat" type="NODE"> | |
<matrix sid="transform">1 0 0 0 0 1 1.62921e-7 0 0 -1.62921e-7 1 0 0 0 0 1</matrix> | |
<instance_geometry url="#Plane_002-mesh" name="DistortedPlaneFlat"/> | |
</node> | |
<node id="DistortedPlaneHilly" name="DistortedPlaneHilly" type="NODE"> | |
<matrix sid="transform">1 0 0 0 0 1 1.62921e-7 0 0 -1.62921e-7 1 0 0 0 0 1</matrix> | |
<instance_geometry url="#Plane_001-mesh" name="DistortedPlaneHilly"/> | |
</node> | |
<node id="ExamplePlane" name="ExamplePlane" type="NODE"> | |
<matrix sid="transform">1 0 0 0 0 1 1.62921e-7 0 0 -1.62921e-7 1 0 0 0 0 1</matrix> | |
<instance_geometry url="#Plane-mesh" name="ExamplePlane"/> | |
</node> | |
</visual_scene> | |
</library_visual_scenes> | |
<scene> | |
<instance_visual_scene url="#Scene"/> | |
</scene> | |
</COLLADA> |
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Shader "Unlit/Mondrian" | |
{ | |
//This relies on the source mesh having two UV maps | |
// first UV map will define a centre point for each face based on the 0.5, 0.5 position | |
// it will then display 3x3 pixels selected based on the second UV map. | |
// The width of the centre pixel is defined in screen space, no matter how far it is from the camera | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_LineWidth ("Line Width", float) = 20.0 | |
} | |
SubShader | |
{ | |
Tags{ | |
"RenderType" = "Transparent" | |
"Queue" = "Transparent" | |
} | |
LOD 100 | |
Blend SrcAlpha OneMinusSrcAlpha | |
ZWrite off | |
Cull Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float2 uv2 : TEXCOORD1; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float2 uv2 : TEXCOORD1; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
float _LineWidth; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
o.uv2 = TRANSFORM_TEX(v.uv2, _MainTex); | |
return o; | |
} | |
fixed pythagWidth(float p) { | |
return sqrt(pow(ddy(p),2) + pow(ddx(p),2)); | |
} | |
fixed fuzzEdges(float val, float maxWidth, float minWidth) { | |
return smoothstep(maxWidth, minWidth, val); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 deltaY = ddy(i.uv); | |
fixed2 deltaX = ddx(i.uv); | |
fixed2 iuv = i.uv - 0.5; | |
fixed a = (iuv.y * deltaY.x - iuv.x * deltaY.y) / (deltaX.y*deltaY.x - deltaX.x * deltaY.y); | |
fixed b = (iuv.x * deltaX.y - iuv.y * deltaX.x) / (deltaX.y*deltaY.x - deltaX.x * deltaY.y); | |
fixed2 widths = fixed2(pythagWidth(iuv.x), pythagWidth(iuv.y)) * _LineWidth; | |
fixed2 pixelOffset = 1/_MainTex_TexelSize.zw; | |
fixed2 newUVs = clamp(iuv/widths,-1,1); | |
fixed4 col = tex2D(_MainTex, i.uv2 + pixelOffset * newUVs);//i.uv2 + clamp(-0.5,0.5,fixed2(a,b)/ (_LineWidth))); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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