/* ██████╗░██╗░░░░░███████╗██╗░░██╗██╗░░░██╗░██████╗  ██╗░░░░░██╗███╗░░██╗███████╗ ██╔══██╗██║░░░░░██╔════╝╚██╗██╔╝██║░░░██║██╔════╝  ██║░░░░░██║████╗░██║██╔════╝ ██████╔╝██║░░░░░█████╗░░░╚███╔╝░██║░░░██║╚█████╗░  ██║░░░░░██║██╔██╗██║█████╗░░ ██╔═══╝░██║░░░░░██╔══╝░░░██╔██╗░██║░░░██║░╚═══██╗  ██║░░░░░██║██║╚████║██╔══╝░░ ██║░░░░░███████╗███████╗██╔╝╚██╗╚██████╔╝██████╔╝  ███████╗██║██║░╚███║███████╗ ╚═╝░░░░░╚══════╝╚══════╝╚═╝░░╚═╝░╚═════╝░╚═════╝░  ╚══════╝╚═╝╚═╝░░╚══╝╚══════╝ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/Plexus Line" { Properties { _Color ("Color", Color) = (0, 1, 0, 1) [HDR] _Emission1 ("Emission1", Color) = (2.56, 0, 0, 1) [HDR] _Emission2 ("Emission2", Color) = (0, 1.95, 2.52, 1) _BoxDims ("Box Dimensions", float) = (5, 5, 5, 1) // Controlled by Plexus.cs [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull [_Cull] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 col : TEXCOORD0; }; fixed4 _Color; fixed4 _Emission1, _Emission2; half4 _BoxDims; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.col = fixed4((clamp(o.vertex.xyz/_BoxDims.xyz, -1, 1) + 1.0) / 2.0, 1); return o; } fixed4 pixel; fixed4 frag (v2f i) : SV_Target { pixel = _Color + lerp(_Emission1, _Emission2, i.col); return pixel; } ENDCG } } FallBack "Diffuse" }