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- Shader "Unlit/Polygon"
- {
- Properties
- {
- [HideInInspector] _MainTex ("Texture", 2D) = "white" {}
- _N("N", Int) = 3
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- #define PI 3.14159265358979
- int _N;
- fixed4 frag (v2f i) : SV_Target
- {
- float2 uv = i.uv - 0.5;
- float r = length(uv); // 原点からの距離
- float theta = atan2(uv.x, uv.y) + 2.0 * PI; // 原点からの角度 (負にならないように2π足しています)
- theta = theta % (2.0 * PI / _N); // 角度の補正
- float r2 = cos(PI / _N) / cos (PI / _N - theta); // 中心から多角形までの距離
- return step(r, r2 * 0.5);
- }
- ENDCG
- }
- }
- }
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