Navmesh.shader 2.1 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  3. Shader "Hidden/AstarPathfindingProject/Navmesh" {
  4. Properties {
  5. _Color ("Main Color", Color) = (1,1,1,0.5)
  6. _MainTex ("Texture", 2D) = "white" { }
  7. _Scale ("Scale", float) = 1
  8. _FadeColor ("Fade Color", Color) = (1,1,1,0.3)
  9. }
  10. SubShader {
  11. Pass {
  12. ZWrite On
  13. ColorMask 0
  14. }
  15. Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"}
  16. LOD 200
  17. Offset -2, -20
  18. Cull Off
  19. Pass {
  20. ZWrite Off
  21. ZTest Greater
  22. Blend SrcAlpha OneMinusSrcAlpha
  23. CGPROGRAM
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #include "UnityCG.cginc"
  27. #include "Navmesh.cginc"
  28. sampler2D _MainTex;
  29. float _Scale;
  30. float4 _Color;
  31. float4 _FadeColor;
  32. struct v2f {
  33. float4 pos : SV_POSITION;
  34. float2 uv : TEXCOORD0;
  35. float4 col : COLOR;
  36. };
  37. float4 _MainTex_ST;
  38. v2f vert (appdata_color v) {
  39. v2f o;
  40. o.pos = UnityObjectToClipPos (v.vertex);
  41. float4 worldSpace = mul (unity_ObjectToWorld, v.vertex);
  42. o.uv = float2 (worldSpace.x*_Scale,worldSpace.z*_Scale);
  43. o.col = v.color * _Color * _FadeColor;
  44. if (!IsGammaSpaceCompatibility()) {
  45. o.col.rgb = GammaToLinearSpace(o.col.rgb);
  46. }
  47. return o;
  48. }
  49. float4 frag (v2f i) : COLOR {
  50. return tex2D (_MainTex, i.uv) * i.col;
  51. }
  52. ENDCG
  53. }
  54. Pass {
  55. ZWrite Off
  56. ZTest LEqual
  57. Blend SrcAlpha OneMinusSrcAlpha
  58. CGPROGRAM
  59. #pragma vertex vert
  60. #pragma fragment frag
  61. #include "UnityCG.cginc"
  62. #include "Navmesh.cginc"
  63. float4 _Color;
  64. sampler2D _MainTex;
  65. float _Scale;
  66. struct v2f {
  67. float4 pos : SV_POSITION;
  68. float2 uv : TEXCOORD0;
  69. float4 col : COLOR;
  70. };
  71. v2f vert (appdata_color v)
  72. {
  73. v2f o;
  74. o.pos = UnityObjectToClipPos (v.vertex);
  75. float4 worldSpace = mul (unity_ObjectToWorld, v.vertex);
  76. o.uv = float2 (worldSpace.x*_Scale,worldSpace.z*_Scale);
  77. o.col = v.color * _Color;
  78. if (!IsGammaSpaceCompatibility()) {
  79. o.col.rgb = GammaToLinearSpace(o.col.rgb);
  80. }
  81. return o;
  82. }
  83. float4 frag (v2f i) : COLOR
  84. {
  85. return tex2D (_MainTex, i.uv) * i.col;
  86. }
  87. ENDCG
  88. }
  89. }
  90. Fallback Off
  91. }