zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Shaders/SpatialMapping/WireframeVideoOverlay.shader

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