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@RamType0
Created September 8, 2020 13:41
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ワイヤーフレームシェーダー
Shader "RamType0/Wireframe"
{
Properties
{
_Color("Color",Color) = (0,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue" = "AlphaTest+275" }
LOD 100
Pass
{
Name "Wireframe"
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
[maxvertexcount(6)]
void geom(triangle v2f input[3], inout LineStream<v2f> stream)
{
stream.Append(input[0]);
stream.Append(input[1]);
stream.RestartStrip();
stream.Append(input[1]);
stream.Append(input[2]);
stream.RestartStrip();
stream.Append(input[2]);
stream.Append(input[0]);
stream.RestartStrip();
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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