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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/AstarPathfindingProject/Navmesh" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,0.5)
- _MainTex ("Texture", 2D) = "white" { }
- _Scale ("Scale", float) = 1
- _FadeColor ("Fade Color", Color) = (1,1,1,0.3)
- }
- SubShader {
- Pass {
- ZWrite On
- ColorMask 0
- }
- Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 200
- Offset -2, -20
- Cull Off
-
- Pass {
- ZWrite Off
- ZTest Greater
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Navmesh.cginc"
- sampler2D _MainTex;
- float _Scale;
- float4 _Color;
- float4 _FadeColor;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 col : COLOR;
- };
- float4 _MainTex_ST;
- v2f vert (appdata_color v) {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- float4 worldSpace = mul (unity_ObjectToWorld, v.vertex);
- o.uv = float2 (worldSpace.x*_Scale,worldSpace.z*_Scale);
- o.col = v.color * _Color * _FadeColor;
- if (!IsGammaSpaceCompatibility()) {
- o.col.rgb = GammaToLinearSpace(o.col.rgb);
- }
- return o;
- }
- float4 frag (v2f i) : COLOR {
- return tex2D (_MainTex, i.uv) * i.col;
- }
- ENDCG
- }
- Pass {
- ZWrite Off
- ZTest LEqual
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Navmesh.cginc"
- float4 _Color;
- sampler2D _MainTex;
- float _Scale;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 col : COLOR;
- };
- v2f vert (appdata_color v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- float4 worldSpace = mul (unity_ObjectToWorld, v.vertex);
- o.uv = float2 (worldSpace.x*_Scale,worldSpace.z*_Scale);
- o.col = v.color * _Color;
- if (!IsGammaSpaceCompatibility()) {
- o.col.rgb = GammaToLinearSpace(o.col.rgb);
- }
- return o;
- }
- float4 frag (v2f i) : COLOR
- {
- return tex2D (_MainTex, i.uv) * i.col;
- }
- ENDCG
- }
- }
- Fallback Off
- }
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