dug_deep/Assets/Voxel.shader

73 lines
1.4 KiB
Text

Shader "Custom/Voxel"
{
Properties
{
_MainTex ("Texture", 3D) = "white" {}
_Tex ("Tile", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma target 3.5
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COlOR0;
float2 uv : TEXCOORD0;
};
sampler2D _Tex;
float4 _Tex_ST;
sampler3D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex);
float4 worldVertex = mul(unity_ObjectToWorld, v.vertex);
o.color = tex3Dlod(_MainTex, worldVertex);
o.uv = TRANSFORM_TEX(v.uv, _Tex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
if (i.uv.x > 0.99 || i.uv.y > 0.99 ||
i.uv.x < 0.01 || i.uv.y < 0.01) {
i.color = lerp(i.color, fixed4(
1 - i.color.r,
1 - i.color.g,
1 - i.color.b,
1
), 0.1);
}
return i.color;
}
ENDCG
}
}
}