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- //==========================================================
- //
- // 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
- }
- }
- }
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