1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 |
- Shader "Unlit/Barcode"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _Color1 ("Color1", Color) = (0,0,0,1)
- _Color2 ("Color2", Color) = (1,1,1,1)
- _Row ("Row", int) = 5
- _Column("Column", int) = 5
- _Value ("Value", int) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord1 : TEXCOORD1;
- };
- struct v2f
- {
- float4 uv : TEXCOORD0;
- float4 pos : SV_POSITION;
- };
- fixed4 _Color1;
- fixed4 _Color2;
- int _Value;
- int _Row;
- int _Column;
- v2f vert (appdata v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = float4(v.texcoord1.xy, 0, 0);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- int x = floor(i.uv.x * _Row);
- int y = floor(i.uv.y * _Column);
- int bit = x + y * _Row;
- if ((_Value >> bit) & 1)
- return _Color2;
- return _Color1;
- }
- ENDCG
- }
- }
- }
|