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 Province Highlight" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,0.5)
_Intensity ("Intensity", Range(0.0, 2.0)) = 1.0
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {
"Queue"="Geometry-11"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#include "UnityCG.cginc"
fixed4 _Color;
fixed _Intensity;
sampler2D _MainTex;
struct AppData {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
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;
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 pixel = tex2D(_MainTex, i.uv);
return pixel * _Color * _Intensity;
}
ENDCG
}
}
}