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@partybusiness
Last active January 17, 2021 21:50
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<?xml version="1.0" encoding="utf-8"?>
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<author>Blender User</author>
<authoring_tool>Blender 2.90.1 commit date:2020-09-23, commit time:06:43, hash:3e85bb34d0d7</authoring_tool>
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<created>2021-01-17T15:45:54</created>
<modified>2021-01-17T15:45:54</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
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<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>
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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