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Oct 16th, 2018
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Shader"
  4. {
  5. Properties
  6. {
  7. _Color0("Color 0", Color) = (1,1,1,1)
  8. [HideInInspector] __dirty( "", Int ) = 1
  9. _Invisible("Invisible Length", Float) = .1
  10. }
  11.  
  12. SubShader
  13. {
  14. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  15. Cull Back
  16. CGPROGRAM
  17. #pragma target 3.0
  18. #pragma geometry GS_Main
  19. #pragma surface surf Unlit keepalpha addshadow fullforwardshadows
  20. struct Input
  21. {
  22. fixed filler;
  23. };
  24.  
  25. uniform float4 _Color0;
  26.  
  27. inline fixed4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
  28. {
  29. return fixed4 ( 0, 0, 0, s.Alpha );
  30. }
  31.  
  32. void surf( Input i , inout SurfaceOutput o )
  33. {
  34. o.Emission = _Color0.rgb;
  35. o.Alpha = 1;
  36. }
  37.  
  38.  
  39. uniform float _Invisible;
  40. void [maxvertexcount(3)]
  41. void GS_Main(triangle appdata_full p[3], inout TriangleStream<appdata_full> triStream)
  42. {
  43. float d = distance(p[0].vertex, p[2].vertex);
  44. if (d > _Invisible) return;
  45.  
  46. triStream.Append(p[0]);
  47. triStream.Append(p[1]);
  48. triStream.Append(p[2]);
  49. }
  50. ENDCG
  51. }
  52. Fallback "Diffuse"
  53. CustomEditor "ASEMaterialInspector"
  54. }
  55. /*ASEBEGIN
  56. Version=15301
  57. -1673;55;1666;953;1003;414.5;1;True;True
  58. Node;AmplifyShaderEditor.ColorNode;1;-431,-59.5;Float;False;Property;_Color0;Color 0;0;0;Create;True;0;0;False;0;1,1,1,1;1,1,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  59. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;Unlit;1My stuff/Shaky;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;-1;False;-1;-1;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;0;False;-1;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
  60. WireConnection;0;2;1;0
  61. ASEEND*/
  62. //CHKSM=1578994C45DDC3B3DBBC3E112AEB007ECD9EC1D6
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