//========================================================== // // Copyright (c) Guangzhou Shixiang Technology Co.,Ltd. // All rights reserved. // //========================================================== Shader "GxrSdk/Unlit/Border" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color",Color) = (1,1,0,1) _frameWidth("FrameWidth",float) = 0.03 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float _frameWidth; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); if (i.uv.x < _frameWidth || i.uv.x > (1 - _frameWidth) || i.uv.y < _frameWidth || i.uv.y > (1- _frameWidth)) { return _Color; } else { return col; } } ENDCG } } }