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- Shader "Unlit/Grid"
- {
- Properties
- {
- _GridColour ("Grid Colour", color) = (1, 1, 1, 1)
- _BaseColour ("Base Colour", color) = (1, 1, 1, 0)
- _GridSpacing ("Grid Spacing", float) = 1
- _LineThickness ("Line Thickness", float) = .1
- _ODistance ("Start Transparency Distance", float) = 5
- _TDistance ("Full Transparency Distance", float) = 10
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue"="Transparent"}
- LOD 100
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 worldPos : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _GridColour;
- fixed4 _BaseColour;
- float _GridSpacing;
- float _LineThickness;
- float _ODistance;
- float _TDistance;
- v2f vert (appdata_full v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- o.uv = o.worldPos.xz / _GridSpacing;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float2 wrapped = frac(i.uv) - 0.5f;
- float2 range = abs(wrapped);
- float2 speeds;
- speeds = fwidth(i.uv);
- float2 pixelRange = range/speeds;
- float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
- half4 param = lerp(_GridColour, _BaseColour, lineWeight);
- //distance falloff
- half3 viewDirW = _WorldSpaceCameraPos - i.worldPos;
- half viewDist = length(viewDirW);
- half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) );
- param.a *= (1.0f - falloff);
- return param;
- }
- ENDCG
- }
- }
- }
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