66 lines
1.1 KiB
Text
66 lines
1.1 KiB
Text
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///======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
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///
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/// Basic wireframe shader that can be used for rendering spatial mapping meshes.
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///
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Shader "Custom/Spatial Mapping/ WireframeViedoOverlay"
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{
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Properties
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{
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_WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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Lighting Off
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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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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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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float dist : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _WireColor;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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o.dist = length(ObjSpaceViewDir(v.vertex));
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float4 color = _WireColor;
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//#if AWAYS
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color.a = 10 / (0.1 + i.dist*i.dist);
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//#endif
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return color;
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}
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ENDCG
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}
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}
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Fallback off
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}
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