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Mar 21st, 2018
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  1. Shader "Custom/EdgesOnly"
  2. {
  3. Properties
  4. {
  5. _EdgeColor ("Edge Color", Color) = (1,1,1,1)
  6. _EdgeWidth ("Edge Width", Range(0, 0.3)) = 0.1
  7. }
  8. SubShader
  9. {
  10.  
  11. Pass
  12. {
  13. CGPROGRAM
  14. #pragma vertex vert
  15. #pragma fragment frag
  16.  
  17. #include "UnityCG.cginc"
  18.  
  19. struct appdata
  20. {
  21. float4 vertex : POSITION;
  22. float2 uv : TEXCOORD0;
  23. };
  24.  
  25. struct v2f
  26. {
  27. float2 uv : TEXCOORD0;
  28. float4 vertex : SV_POSITION;
  29. };
  30.  
  31. fixed4 _EdgeColor;
  32. float _EdgeWidth;
  33.  
  34. v2f vert (appdata v)
  35. {
  36. v2f o;
  37. o.vertex = UnityObjectToClipPos(v.vertex);
  38. o.uv = v.uv;
  39. return o;
  40. }
  41.  
  42. fixed4 frag (v2f i) : SV_Target
  43. {
  44. fixed4 col = (i.uv.x < _EdgeWidth || i.uv.x > 1-_EdgeWidth || i.uv.y < _EdgeWidth || i.uv.y > 1-_EdgeWidth) ? _EdgeColor : (0,0,0,0);
  45. return col;
  46. }
  47. ENDCG
  48. }
  49. }
  50. }
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