// Shapes © Freya Holmér - https://twitter.com/FreyaHolmer/ // Website & Documentation - https://acegikmo.com/shapes/ #include "UnityCG.cginc" #include "../Shapes.cginc" #pragma target 3.0 UNITY_INSTANCING_BUFFER_START(Props) PROP_DEF(half4, _Color) PROP_DEF(half, _Radius) PROP_DEF(int, _RadiusSpace) UNITY_INSTANCING_BUFFER_END(Props) struct VertexInput { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 pos : SV_POSITION; half pxCoverage : TEXCOORD0; UNITY_FOG_COORDS(1) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(VertexInput v) { UNITY_SETUP_INSTANCE_ID(v); VertexOutput o = (VertexOutput)0; UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); half radiusTarget = PROP(_Radius); int radiusSpace = PROP(_RadiusSpace); LineWidthData widthData = GetScreenSpaceWidthDataSimple( OBJ_ORIGIN, CAM_RIGHT, radiusTarget * 2, radiusSpace ); o.pxCoverage = widthData.thicknessPixelsTarget; half radius = widthData.thicknessMeters * 0.5; half3 localPos = v.vertex.xyz * radius; o.pos = LocalToClipPos( localPos ); UNITY_TRANSFER_FOG(o,o.pos); return o; } FRAG_OUTPUT_V4 frag( VertexOutput i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); half4 color = PROP(_Color); return SHAPES_OUTPUT( color, saturate(i.pxCoverage), i ); }