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2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
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/*
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█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Plexus Line"
{
Properties
{
_Color ("Color", Color) = (0, 1, 0, 1)
[HDR] _Emission1 ("Emission1", Color) = (2.56, 0, 0, 1)
[HDR] _Emission2 ("Emission2", Color) = (0, 1.95, 2.52, 1)
_BoxDims ("Box Dimensions", float) = (5, 5, 5, 1) // Controlled by Plexus.cs
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull [_Cull]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 col : TEXCOORD0;
};
fixed4 _Color;
fixed4 _Emission1, _Emission2;
half4 _BoxDims;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.col = fixed4((clamp(o.vertex.xyz/_BoxDims.xyz, -1, 1) + 1.0) / 2.0, 1);
return o;
}
fixed4 pixel;
fixed4 frag (v2f i) : SV_Target
{
pixel = _Color + lerp(_Emission1, _Emission2, i.col);
return pixel;
}
ENDCG
}
}
FallBack "Diffuse"
}