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 Thick" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Thickness ("Thickness", Float) = 0.05
}
SubShader {
Tags {
"Queue"="Geometry-6"
"RenderType"="Opaque"
}
ZWrite [_ZWrite]
Cull Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
float _Thickness;
float4x4 _CustomObjectToWorld;
struct AppData {
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float4 ComputePos(float4 v) {
float4 vertex = UnityObjectToClipPos(v);
return vertex;
}
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);
float4 p0 = ComputePos(v.vertex);
// support for dynamic batching
if (dot(v.vertex.xyz, v.vertex.xyz) > 0.7 * 0.7) {
v.uv.xyz = mul(_CustomObjectToWorld, float4(v.uv.xyz, 1.0));
}
float4 p1 = ComputePos(v.uv);
float4 ab = p1 - p0;
float4 normal = float4(-ab.y, ab.x, 0, 0);
normal.xy = normalize(normal.xy) * _Thickness;
float aspect = _ScreenParams.x / _ScreenParams.y;
normal.y *= aspect;
o.pos = p0 + normal * v.uv.w - normal.yxww * float4(0.5,-0.5,0,0);
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return _Color;
}
ENDCG
}
}
}