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