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- Shader "Custom/EdgesOnly"
- {
- Properties
- {
- _EdgeColor ("Edge Color", Color) = (1,1,1,1)
- _EdgeWidth ("Edge Width", Range(0, 0.3)) = 0.1
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- fixed4 _EdgeColor;
- float _EdgeWidth;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- 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);
- return col;
- }
- ENDCG
- }
- }
- }
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