Shader-神经线

Shader "CX/Plexus Line"

{

Properties

{

_Color ("Color", Color) = (0, 1, 0, 1)

[HDR] _Emission1 ("Emission1", Color) = (2.56, 0, 0, 1)

[HDR] _Emission2 ("Emission2", Color) = (0, 1.95, 2.52, 1)

_BoxDims ("Box Dimensions", float) = (5, 5, 5, 1) // Controlled by Plexus.cs

[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0

}

SubShader

{

Tags { "RenderType"="Opaque" }

LOD 100

Cull [_Cull]

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

struct appdata

{

float4 vertex : POSITION;

UNITY_VERTEX_INPUT_INSTANCE_ID

};

struct v2f

{

float4 vertex : SV_POSITION;

fixed4 col : TEXCOORD0;

};

fixed4 _Color;

fixed4 _Emission1, _Emission2;

half4 _BoxDims;

// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.

// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.

// #pragma instancing_options assumeuniformscaling

UNITY_INSTANCING_BUFFER_START(Props)

// put more per-instance properties here

UNITY_INSTANCING_BUFFER_END(Props)

v2f vert (appdata v)

{

v2f o;

o.vertex = UnityObjectToClipPos(v.vertex);

o.col = fixed4((clamp(o.vertex.xyz/_BoxDims.xyz, -1, 1) + 1.0) / 2.0, 1);

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