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Shader "Custom/PointCloud" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_UVMap ("UV", 2D) = "white" {}
_PointSize("Point Size (GL only)", Float) = 4.0
_Color ("PointCloud Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float size : PSIZE;
float2 uv : TEXCOORD0;
};
float _PointSize;
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _UVMap;
v2f vert (appdata v)
{
v2f o;
v.vertex.y = -v.vertex.y;
o.vertex = UnityObjectToClipPos(v.vertex);
o.size = _PointSize; // GL only
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = tex2D(_UVMap, i.uv);
if(any(uv <= 0 || uv >= 1))
discard;
// offset to pixel center
uv += 0.5 * _MainTex_TexelSize.xy;
return tex2D(_MainTex, uv) * _Color;
}
ENDCG
}
}
}