77 lines
1.9 KiB
Plaintext
77 lines
1.9 KiB
Plaintext
Shader "DungeonArchitect/Unlit/CircleShader"
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{
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Properties
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{
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_BodyColor ("Body Color", Color) = (1, 1, 1, 1)
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_BorderColor ("Border Color", Color) = (0, 0, 0, 0.75)
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_BorderThickness ("Border Thickness", Float) = 0.05
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}
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SubShader
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{
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _BodyColor;
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float4 _BorderColor;
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float _BorderThickness;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float d = length(i.uv - float2(0.5, 0.5)) * 2;
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float s = 0;
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float4 col;
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float thickness = clamp(_BorderThickness, 0, 1);
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if (d < 1 - thickness) {
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col = _BodyColor;
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}
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else if (d < 1) {
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col = _BorderColor;
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}
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else {
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col = float4(0, 0, 0, 0);
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}
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return col * i.color;
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}
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ENDCG
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}
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}
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}
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