Shader "UsayaLib/3D/Unlit/TextureLine" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Texture Color", Color) = (1, 1, 1, 1) [KeywordEnum(Multiply, Additive)] _LineBlendMode("Line Blend Mode", Int) = 0 _LineColor ("Line Color", Color) = (1, 1, 1, 1) _Slider ("Slider", float) = 0 _Width ("Width", float) = 1 _SlopeX ("SlopeX", float) = 1 _SlopeY ("SlopeY", float) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile _LINEBLENDMODE_MULTIPLY _LINEBLENDMODE_ADDITIVE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float3 pos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _LineColor; float _Slider; float _Width; float _SlopeX; float _SlopeY; v2f vert(appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color * _Color; UNITY_TRANSFER_FOG(o,o.vertex); o.pos = v.vertex; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv) * i.color; float2 pos = i.pos.xy * float2(_SlopeX, _SlopeY); float p = pos.x - pos.y + _Slider; float4 c = step(-_Width, p) * step(p, _Width) * _LineColor; #ifdef _LINEBLENDMODE_ADDITIVE color.rgb += step(-_Width, p) * step(p, _Width) * _LineColor.rgb * _LineColor.a; #else color.rgb = color.rgb * (1 - c.a) + c.rgb * c.a; #endif UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } } }