Shader "NRSDK/PlaneGrid" { Properties { _MainTex("Texture", 2D) = "white" {} _GridColor("Grid Color", Color) = (1.0, 1.0, 0.0, 1.0) _PlaneNormal("Plane Normal", Vector) = (1.0, -1.0, 0.0) _PlaneIn("Plane In Vector", Vector) = (0.0, -0.0, 0.0) _UvRotation("UV Rotation", float) = 30 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest on ZWrite off Cull off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _GridColor; float3 _PlaneNormal; float3 _PlaneIn; fixed _UvRotation; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); fixed cosr = cos(_UvRotation); fixed sinr = sin(_UvRotation); fixed2x2 uvrotation = fixed2x2(cosr, -sinr, sinr, cosr); // Construct two vectors that are orthogonal to the normal. // This arbitrary choice is not co-linear with either horizontal // or vertical plane normals. //const float3 arbitrary = float3(1.0, 1.0, 0.0); float3 vec_u = normalize(cross(_PlaneNormal, _PlaneIn)); float3 vec_v = normalize(cross(_PlaneNormal, vec_u)); // Project vertices in world frame onto vec_u and vec_v. float2 plane_uv = float2(dot(v.vertex.xyz, vec_u), dot(v.vertex.xyz, vec_v)); float2 uv = plane_uv * _MainTex_ST.xy; o.uv = mul(uvrotation, uv); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return fixed4(_GridColor.rgb, col.r * i.color.a); } ENDCG } } }