37239732ac
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
81 lines
2.1 KiB
Plaintext
81 lines
2.1 KiB
Plaintext
Shader "World Political Map/Unlit Tile Overlay" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("Texture 1", 2D) = "white"
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[NoScaleOffset] _MainTex1 ("Texture 2", 2D) = "white"
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[NoScaleOffset] _MainTex2 ("Texture 3", 2D) = "white"
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[NoScaleOffset] _MainTex3 ("Texture 4", 2D) = "white"
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}
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SubShader {
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Tags {
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"Queue"="Geometry-19"
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}
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ZWrite Off
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// Offset 4, 4
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma shader_feature SHOW_BORDER
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#include "UnityCG.cginc"
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#define BORDER_WIDTH 0.01
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sampler2D _MainTex;
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sampler2D _MainTex1;
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sampler2D _MainTex2;
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sampler2D _MainTex3;
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fixed4 _Color;
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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fixed4 color: COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv: TEXCOORD0;
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fixed4 color: COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.color = v.color;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 p0 = tex2D(_MainTex, i.uv);
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fixed4 p1 = tex2D(_MainTex1, i.uv);
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fixed4 p2 = tex2D(_MainTex2, i.uv);
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fixed4 p3 = tex2D(_MainTex3, i.uv);
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fixed4 color = p0 * i.color.rrrr + p1 * i.color.gggg + p2 * i.color.bbbb + p3 * i.color.aaaa;
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#if SHOW_BORDER
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fixed border = i.uv.x<BORDER_WIDTH || i.uv.x > (1.0 - BORDER_WIDTH) || i.uv.y < BORDER_WIDTH || i.uv.y > (1.0 - BORDER_WIDTH);
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color = lerp(color, fixed4(0,0,1,1), border);
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#endif
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return color;
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}
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ENDCG
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}
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}
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} |