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75
Assets/VRTemplateAssets/Shaders/Grid.shader
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75
Assets/VRTemplateAssets/Shaders/Grid.shader
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Shader "Unlit/Grid"
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{
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Properties
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{
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_GridColour ("Grid Colour", color) = (1, 1, 1, 1)
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_BaseColour ("Base Colour", color) = (1, 1, 1, 0)
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_GridSpacing ("Grid Spacing", float) = 1
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_LineThickness ("Line Thickness", float) = .1
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_ODistance ("Start Transparency Distance", float) = 5
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_TDistance ("Full Transparency Distance", float) = 10
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent"}
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _GridColour;
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fixed4 _BaseColour;
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float _GridSpacing;
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float _LineThickness;
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float _ODistance;
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float _TDistance;
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v2f vert (appdata_full v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.uv = o.worldPos.xz / _GridSpacing;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 wrapped = frac(i.uv) - 0.5f;
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float2 range = abs(wrapped);
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float2 speeds;
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speeds = fwidth(i.uv);
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float2 pixelRange = range/speeds;
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float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
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half4 param = lerp(_GridColour, _BaseColour, lineWeight);
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//distance falloff
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half3 viewDirW = _WorldSpaceCameraPos - i.worldPos;
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half viewDist = length(viewDirW);
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half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) );
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param.a *= (1.0f - falloff);
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return param;
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}
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ENDCG
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}
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}
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}
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