修改水
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@@ -1,66 +0,0 @@
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Shader "Obi/DistanceFieldSlice"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half dist = tex2D(_MainTex, i.uv).x-0.5; // signed distance
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half adist = abs(dist); // absolute distance
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half isofunc = sin(adist*40); // isolines function
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// antialiased isolines:
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half change = fwidth(isofunc);
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half isolines = smoothstep(-change,change,isofunc);
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// antialiazed sign:
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change = fwidth(dist);
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half sign = smoothstep(-change,change,dist);
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half final = (1-adist) * (0.85+isolines*0.15);
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return half4(final,final*sign,final*sign,1);
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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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