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/Demos/CirclePaint"
{
Properties
{
_MaskTex("Mask Tex", 2D) = "white" {}
_Color ("Color (RGBA)", Color) = (0,0,1,0.5)
_CenterAndRadius("Center (XY) Radius (Z)", Vector) = (0.5,0.5,0.1)
_UVRect ("UV Rect", Vector) = (0,0,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" }
Blend SrcAlpha One
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MaskTex;
float3 _CenterAndRadius;
fixed4 _Color;
float4 _UVRect;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = lerp(_UVRect.xy, _UVRect.xy + _UVRect.zw, v.uv);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 c = tex2D(_MaskTex, i.uv);
#if !UNITY_COLORSPACE_GAMMA
c.rgb = LinearToGammaSpace(c.rgb);
#endif
clip(0.1 - c.b);
float dx = i.uv.x - _CenterAndRadius.x;
dx *= 1.6;
float dy = i.uv.y - _CenterAndRadius.y;
float sqrDist = dot(float2(dx, dy), float2(dx, dy));
return _Color * saturate(_CenterAndRadius.z / sqrDist);
}
ENDCG
}
}
}