Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

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Shader "World Political Map/HexaTileHighlight" {
Properties {
_Color ("Main Color", Color) = (0,0.25,1,0.8)
_Color2 ("Second Color", Color) = (0,0.25,1,0.2)
_ColorShift("Color Shift", Float) = 0
_MainTex ("Main Texture (RGBA)", 2D) = "white"
}
SubShader {
Tags { "Queue"="Geometry-10" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _Color, _Color2;
fixed _ColorShift;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
fixed4 color: COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.color = lerp(_Color, _Color2, _ColorShift);
return o;
}
fixed4 frag (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return i.color * tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}