12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- Shader "Rokid/Dot"
- {
- Properties
- {
- _Color ("Color", Color) = (1, 1, 1, 1)
- _InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
- _OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
- _DistanceInMeters ("DistanceInMeters", Range(0.0, 10000.0)) = 2.0
- }
- SubShader
- {
- Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
- AlphaTest Off
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest Always
- Fog
- {
- Mode Off
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform float4 _Color;
- uniform float _InnerDiameter;
- uniform float _OuterDiameter;
- uniform float _DistanceInMeters;
- struct vertexInput
- {
- float4 vertex: POSITION;
- };
- struct fragmentInput
- {
- float4 position: SV_POSITION;
- };
- fragmentInput vert(vertexInput i)
- {
- float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
- float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
- fragmentInput o;
- o.position = UnityObjectToClipPos(vert_out);
- return o;
- }
- fixed4 frag(fragmentInput i): SV_Target
- {
- fixed4 ret = _Color;
- return ret;
- }
- ENDCG
- }
- }
- }
|