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70
Assets/UMotionEditor/Shaders/UnlitDashedLine.shader
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70
Assets/UMotionEditor/Shaders/UnlitDashedLine.shader
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Shader "UMotion Editor/Unlit Dashed Line"
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{
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Properties
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{
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_Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
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_Thickness("Line Thikness", Range(0, 4)) = 0.9
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_DashFrequency("Dash Frequency", Range(0, 150)) = 100
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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fixed4 _Color;
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half _Thickness;
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half _DashFrequency;
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struct vInput
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{
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float4 vertex : POSITION;
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half4 texcoord : TEXCOORD0;
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};
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struct vOutput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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vOutput vert(vInput i)
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{
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vOutput o;
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o.pos = UnityObjectToClipPos(i.vertex);
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o.uv = i.texcoord.xy;
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o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
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return o;
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}
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fixed4 frag(vOutput i) : SV_Target
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{
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half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
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half2 width = abs(ddx(mass)) + abs(ddy(mass));
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half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
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half alpha = max(smoothed.x, smoothed.y);
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return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
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}
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ENDCG
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} //Pass
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} //SubShader
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} //Shader
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