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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Debugger/Shaders/CubeOutline.shader
2025-11-13 17:40:28 +08:00

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