Files
2025-05-07 15:07:44 +08:00

41 lines
1.1 KiB
HLSL

// 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)
SHAPES_FILL_PROPERTIES
UNITY_INSTANCING_BUFFER_END(Props)
#include "../FillUtils.cginc"
struct VertexInput {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
SHAPES_INTERPOLATOR_FILL(0)
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);
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.fillCoords = GetFillCoords( v.vertex );
return o;
}
FRAG_OUTPUT_V4 frag( VertexOutput i ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
half4 fillColor = GetFillColor(i.fillCoords);
return SHAPES_OUTPUT( fillColor, 1, i );
}