Init
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Shader "PicoDebugger/CubeOutline"
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{
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Properties
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{
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_Color("Color", color) = (1,1,1,1)
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_BorderWidth("BorderWidth", range(0,1)) = 0.1
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}
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SubShader
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{
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Tags { "Queue"="Transparent" }
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Pass {
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//If you want to display the wireframe on the back, just uncomment the following two comments
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cull off
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ZWrite off
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blend srcalpha oneminussrcalpha
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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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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float4 _Color;
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float _BorderWidth;
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struct a2v {
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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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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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float4 col = float4(0,0,0,0);
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// Cube's base color
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_BorderWidth /= 100;
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col += saturate(step(i.uv.x, _BorderWidth) + step(1 - _BorderWidth, i.uv.x) + step(i.uv.y, _BorderWidth) + step(1 - _BorderWidth, i.uv.y)) * _Color;
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// if (i.uv.x < _BorderWidth || i.uv.x > 1 - _BorderWidth || i.uv.y < _BorderWidth || i.uv.y > 1 - _BorderWidth)
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// {
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// col = _Color;
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// }
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return col;
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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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