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hader "Unlit/GridOverlay" | |
{ | |
Properties | |
{ | |
_GridSize("Grid Size", Float) = 10 | |
_Grid2Size("Grid 2 Size", Float) = 160 | |
_Grid3Size("Grid 3 Size", Float) = 320 | |
_Alpha ("Alpha", Range(0,1)) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Overlay" } | |
LOD 100 | |
ZTest Always | |
Pass | |
{ | |
Blend SrcAlpha OneMinusSrcAlpha | |
Offset -20, -20 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float _GridSize; | |
float _Grid2Size; | |
float _Grid3Size; | |
float _Alpha; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = mul(_Object2World, v.vertex).xz; | |
return o; | |
} | |
float DrawGrid(float2 uv, float sz, float aa) | |
{ | |
float aaThresh = aa; | |
float aaMin = aa*0.1; | |
float2 gUV = uv / sz + aaThresh; | |
float2 fl = floor(gUV); | |
gUV = frac(gUV); | |
gUV -= aaThresh; | |
gUV = smoothstep(aaThresh, aaMin, abs(gUV)); | |
float d = max(gUV.x, gUV.y); | |
return d; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed r = DrawGrid(i.uv, _GridSize, 0.03); | |
fixed b = DrawGrid(i.uv, _Grid2Size, 0.005); | |
fixed g = DrawGrid(i.uv, _Grid3Size, 0.002); | |
return float4(0.8*r*_Alpha,0.8*g*_Alpha,0.8*b*_Alpha,(r+b+g)*_Alpha); | |
} | |
ENDCG | |
} | |
} | |
} |
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Thanks!
I modified it a bit to draw vertical lines on 2D Mode (XY Plane) and added color