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@uzername
Last active January 31, 2025 22:35
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Shader "Custom/PixelPerfectGrid"
{
// composed by chatgpt after metric ton of work
Properties
{
_GridColor ("Grid Color", Color) = (1, 1, 1, 1)
_LineWidth ("Line Width (Pixels)", Float) = 1.0
_GridScale ("Grid Scale", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
float _GridScale;
float _LineWidth;
float4 _GridColor;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.screenPos = ComputeScreenPos(o.pos); // Get screen coordinates
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 gridUV = i.worldPos.xz / _GridScale;
float2 gridUVFrac = abs(frac(gridUV) - 0.5);
// Get screen-space pixel size (prevents distortion at angles)
float2 screenUV = i.screenPos.xy / i.screenPos.w;
float pixelSize = length(float2(ddx(screenUV.x), ddy(screenUV.y)));
// Compute line thickness in screen space
float fixedThickness = _LineWidth * pixelSize;
// Anti-aliasing fix: Use fwidth to ensure smooth transitions
float2 lineAA = fwidth(gridUV);
float2 smoothThickness = max(lineAA, fixedThickness);
// Smoothstep for proper blending and anti-aliasing
float2 gridLines = smoothstep(0.0, smoothThickness, gridUVFrac);
float lineMask = min(gridLines.x, gridLines.y);
return float4(_GridColor.rgb, 1.0 - lineMask); // Alpha-based transparency
}
ENDCG
}
}
}
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