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Geometry shader template for Unity. Creates boilerplate code for a simple geometry shader.
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// This is a script template to create a simple geometry shader in Unity. | |
// Place this file at the following location: [Unity Editor Path]\Editor\Data\Resources\ScriptTemplates | |
Shader "Custom/#NAME#" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma geometry geom | |
#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; | |
} | |
[maxvertexcount(3)] | |
void geom (triangle v2f input[3], inout TriangleStream<v2f> output) | |
{ | |
v2f o = (v2f)0; | |
for(int i = 0; i < 3; i++) | |
{ | |
o.vertex = input[i].vertex; | |
o.uv = input[i].uv; | |
output.Append(o); | |
} | |
output.RestartStrip(); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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