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- 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
- }
- }
- }
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