去掉obi,使用自写绳索
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@@ -1,60 +0,0 @@
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Shader "Obi/EditorPoint"
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{
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SubShader
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{
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Blend One OneMinusSrcAlpha
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ZWrite Off
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ZTest always
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Cull Back
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 corner : NORMAL;
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fixed4 color : COLOR;
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float4 t0 : TEXCOORD0; // ellipsoid t1 vector
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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// particle positions are passed in world space, no need to use modelview matrix, just view.
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float radius = v.t0.w * distance(mul(unity_ObjectToWorld, v.vertex), _WorldSpaceCameraPos);
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float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius;
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o.pos = mul(UNITY_MATRIX_P, viewpos);
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o.texcoord = float3(v.corner.x*0.5, v.corner.y*0.5, radius);
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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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{
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// antialiased circle:
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float dist = length(i.texcoord);
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float pwidth = fwidth(dist);
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float alpha = i.color.a * saturate((0.5 - dist) / pwidth);
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return fixed4(i.color.rgb * alpha, alpha);
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}
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ENDCG
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}
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}
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}
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