Shader "Hidden/MicroSplatMeshPaintProjector" { Properties { _Tex ("Cookie", 2D) = "gray" {} } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 uvFalloff : TEXCOORD1; float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; fixed3 _BrushColor; v2f vert (float4 vertex : POSITION) { v2f o; o.pos = UnityObjectToClipPos (vertex); o.uvShadow = mul (unity_Projector, vertex); o.uvFalloff = mul (unity_ProjectorClip, vertex); return o; } sampler2D _Tex; fixed4 frag (v2f i) : SV_Target { fixed4 p = tex2Dproj (_Tex, UNITY_PROJ_COORD(i.uvShadow)); fixed edge = 1.0 - saturate(abs(p.r - 0.1) * 15); if (i.uvShadow.x <= 0 || i.uvShadow.y <= 0 || i.uvShadow.x >= 1 || i.uvShadow.y >= 1) { edge = 0; } edge *= 2; return fixed4(_BrushColor, edge); } ENDCG } } }