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Oct 22nd, 2014
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  1. Shader "Custom/LabShader" {
  2. Properties {
  3. _Color1 ("Main Color", Color) = (1,1,1,0.5)
  4. _Color2 ("Main Color", Color) = (1,1,1,0.5)
  5. _StripeWidth ("StripeWidth", Float) = 0.2
  6. }
  7. SubShader {
  8. Pass {
  9. CGPROGRAM
  10. // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members untransformedPos)
  11. #pragma exclude_renderers d3d11 xbox360
  12.  
  13. float4 _Color1;
  14. float4 _Color2;
  15. float _StripeWidth;
  16.  
  17. #pragma vertex vert
  18. #pragma fragment frag
  19.  
  20. struct v2f {
  21. float4 pos : SV_POSITION;
  22. float4 untransformedPos;
  23. };
  24.  
  25. v2f vert(float4 v:POSITION) {
  26. v2f o;
  27. o.pos = mul (UNITY_MATRIX_MVP, v);
  28. o.untransformedPos = v;
  29. return o;
  30. }
  31.  
  32. fixed4 frag(v2f i) : COLOR {
  33. if(abs(fmod(i.untransformedPos.x/_StripeWidth, 2)) < 1.0)
  34. return _Color1;
  35. else
  36. return _Color2;
  37. }
  38.  
  39.  
  40.  
  41. ENDCG
  42. }
  43. }
  44. }
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