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ato de matomeru!!!
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Shader "Custom/CheckUV" { | |
CGINCLUDE | |
sampler2D _MainTex; | |
struct Input { | |
float4 vColor; | |
float2 tex; | |
}; | |
void vert (inout appdata_full v, out Input o){ | |
UNITY_INITIALIZE_OUTPUT(Input,o); | |
o.vColor = v.color; | |
o.tex = v.texcoord.xy; | |
} | |
void surf (Input IN, inout SurfaceOutput o) { | |
half3 c = half3( | |
IN.tex, | |
ceil((fmod(IN.tex.x*10,1)-0.5)*(fmod(IN.tex.y*10,1)-0.5))/2 | |
); | |
o.Emission = c; | |
} | |
ENDCG | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert noforwardadd | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class Tex2VertColor : MonoBehaviour | |
{ | |
public Texture2D tex; | |
// Use this for initialization | |
void Awake () | |
{ | |
Mesh mesh = GetComponent<MeshFilter> ().mesh; | |
if (mesh == null || tex == null) { | |
Destroy (this); | |
return; | |
} | |
Color[] colors = new Color[mesh.vertexCount]; | |
for (int i = 0; i < colors.Length; i++) { | |
int | |
x = Mathf.FloorToInt ((mesh.uv [i].x % 1f) * tex.width), | |
y = Mathf.FloorToInt ((mesh.uv [i].y % 1f) * tex.height); | |
colors [i] = tex.GetPixel (x, y); | |
} | |
mesh.colors = colors; | |
Destroy (this); | |
} | |
} |
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