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/Unlit Outline Geo" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Thickness ("Thickness", Float) = 0.01
}
SubShader {
Tags {
"Queue"="Geometry-6"
"RenderType"="Opaque"
}
ZWrite [_ZWrite]
Cull Off
Pass {
CGPROGRAM
#pragma exclude_renderers metal
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma target 4.0
#include "UnityCG.cginc"
fixed4 _Color;
float _Thickness;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2g {
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct g2f {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2g vert(AppData v) {
v2g o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2g, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
[maxvertexcount(6)]
void geom(line v2g p[2], inout TriangleStream<g2f> outputStream) {
float4 p0 = p[0].vertex;
float4 p1 = p[1].vertex;
float4 ab = p1 - p0;
float4 normal = float4(-ab.y, ab.x, 0, 0);
normal.xy = normalize(normal.xy) * _Thickness;
float4 tl = p0 - normal;
float4 bl = p0 + normal;
float4 tr = p1 - normal;
float4 br = p1 + normal;
float4 dd = float4(normalize(p1.xy-p0.xy), 0, 0) * _Thickness;
g2f pIn;
UNITY_INITIALIZE_OUTPUT(g2f, pIn);
UNITY_TRANSFER_INSTANCE_ID(p[0], pIn);
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(p[0], pIn);
pIn.pos = p0 - dd;
outputStream.Append(pIn);
pIn.pos = bl;
outputStream.Append(pIn);
pIn.pos = tl;
outputStream.Append(pIn);
pIn.pos = br;
outputStream.Append(pIn);
pIn.pos = tr;
outputStream.Append(pIn);
pIn.pos = p1 + dd;
outputStream.Append(pIn);
}
fixed4 frag(g2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
}
// For non-geometry shader compatible platforms
SubShader {
Tags {
"Queue"="Geometry-6"
"RenderType"="Opaque"
}
ZWrite [_ZWrite]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
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.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
// SECOND STROKE (RIGHT) ***********
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
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.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.x += 2.0 * (o.vertex.w/_ScreenParams.x);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
// THIRD STROKE (UP) ***********
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
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.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.y += 2.0 * (o.vertex.w/_ScreenParams.y);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
// FOURTH STROKE (LEFT) ***********
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
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.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.x -= 2.0 * (o.vertex.w/_ScreenParams.x);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
// FIFTH STROKE (DOWN) ***********
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct AppData {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
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.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.y -= 2.0 * (o.vertex.w/_ScreenParams.y);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
}
}