// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "LineShader" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Cull Off HLSLINCLUDE #pragma target 2.0 ENDHLSL Pass { Name "Unlit" Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest Always ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS_SPRITEUNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_FRAG_COLOR struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif float4 _RendererColor; VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz ); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float4 Color = IN.color; #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=18500 274;468;995;455;812.0988;244.6024;1.3;True;False Node;AmplifyShaderEditor.VertexColorNode;2;-374.1,-167.6;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;10;0,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;13;LineShader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Unlit;0;0;Unlit;3;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;0;True;2;5;False;-1;10;False;-1;3;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;7;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;1;Vertex Position;1;0;1;True;False;;False;0 WireConnection;10;1;2;0 ASEEND*/ //CHKSM=DF8082957C13308D6E9DB118637C184F5B944E74