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 Tile Overlay Trans Alpha" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Alpha ("Alpha 1", Float) = 0
_Alpha1 ("Alpha 2", Float) = 0
_Alpha2 ("Alpha 3", Float) = 0
_Alpha3 ("Alpha 4", Float) = 0
[NoScaleOffset] _MainTex ("Texture 1", 2D) = "white"
[NoScaleOffset] _MainTex1 ("Texture 2", 2D) = "white"
[NoScaleOffset] _MainTex2 ("Texture 3", 2D) = "white"
[NoScaleOffset] _MainTex3 ("Texture 4", 2D) = "white"
[NoScaleOffset] _ParentTex ("Parent Texture", 2D) = "white"
_ParentCoords ("Parent Tex Coords 1", Vector) = (0,0,1,1)
_ParentCoords1 ("Parent Tex Coords 2", Vector) = (0,0,1,1)
_ParentCoords2 ("Parent Tex Coords 3", Vector) = (0,0,1,1)
_ParentCoords3 ("Parent Tex Coords 4", Vector) = (0,0,1,1)
}
SubShader {
Tags {
// "Queue"="Geometry-19"
"Queue"="Transparent"
}
ZWrite Off
// Offset 4, 4
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MainTex1;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _ParentTex;
fixed4 _Color;
fixed _Alpha;
fixed _Alpha1;
fixed _Alpha2;
fixed _Alpha3;
float4 _ParentCoords;
float4 _ParentCoords1;
float4 _ParentCoords2;
float4 _ParentCoords3;
struct appdata {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float2 uvParent: TEXCOORD1;
fixed t : TEXCOORD2;
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.color = v.color;
o.t = dot(fixed4(_Alpha, _Alpha1, _Alpha2, _Alpha3), v.color);
o.uv = v.texcoord;
float4 parentCoords = _ParentCoords * v.color.rrrr + _ParentCoords1 * v.color.gggg + _ParentCoords2 * v.color.bbbb + _ParentCoords3 * v.color.aaaa;
o.uvParent = float2(lerp(parentCoords.x, parentCoords.z, o.uv.x), lerp(parentCoords.y, parentCoords.w, o.uv.y));
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 p0 = tex2D(_MainTex, i.uv);
fixed4 p1 = tex2D(_MainTex1, i.uv);
fixed4 p2 = tex2D(_MainTex2, i.uv);
fixed4 p3 = tex2D(_MainTex3, i.uv);
fixed4 p = p0 * i.color.rrrr + p1 * i.color.gggg + p2 * i.color.bbbb + p3 * i.color.aaaa;
fixed4 ph = tex2D(_ParentTex, i.uvParent);
fixed4 c = lerp(ph, p, i.t);
c.a *= _Color.a;
return c;
}
ENDCG
}
}
}