77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
/************************************************************************************
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Depthkit Unity SDK License v1
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Copyright 2016-2024 Simile Inc dba Scatter. All Rights reserved.
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Licensed under the the Simile Inc dba Scatter ("Scatter")
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Software Development Kit License Agreement (the "License");
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you may not use this SDK except in compliance with the License,
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which is provided at the time of installation or download,
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or which otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at http://www.depthkit.tv/license-agreement-v1
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Unless required by applicable law or agreed to in writing,
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the SDK distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and limitations under the License.
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************************************************************************************/
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Shader "Depthkit/Studio/VolumePreview"
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{
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
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LOD 200
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Pass
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{
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Cull Off ZWrite Off
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Fog { Mode off }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment frag
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struct Vert
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{
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float3 position;
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float4 color;
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};
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StructuredBuffer<Vert> _Points;
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float _SdfAlpha = 0.02;
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float _PointSize = 1.0;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR;
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float size : PSIZE;
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};
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v2f vert(uint id : SV_VertexID)
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{
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Vert vert = _Points[id];
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v2f OUT;
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OUT.pos = UnityObjectToClipPos(float4(vert.position, 1));
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OUT.col = vert.color.rgba;
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OUT.size = _PointSize;
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return OUT;
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}
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float4 frag(v2f IN) : COLOR
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{
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return float4(IN.col.rgb, IN.col.a * saturate(_SdfAlpha));
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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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