hello,
i need help with converting this shader(linked below) from unlit to lit. there is a lit version for URP but i am using the BIRP version, and i do not know any shader coding.
Any help will be very appriciated, thanks in advane.
i am also including the shader code below,
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Wireframe/DisplacementFade"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" { }
_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100
[HDR] _WireColor ("Wire Color", Color) = (0,1,1,1)
[Toggle(INVERT)] _INVERT("Invert", Float) = 1
_MovingSlider ("Moving Slider", RANGE(-10, 10)) = 10
_Extrude("Extrude Amount", RANGE(-10, 10)) = 10
_WireFrameStay ("Wire Stay", RANGE(-1, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
// Wireframe shader based on the the following
// http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma shader_feature _INVERT;
#include "UnityCG.cginc"
float _WireThickness;
float4 _WireColor;
sampler2D _MainTex;
float _MovingSlider;
float _Extrude;
float _WireFrameStay;
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
float3 normal: NORMAL;
float4 uv : TEXCOORD0;
};
struct v2g
{
float4 projectionSpaceVertex : SV_POSITION;
float4 uv :TEXCOORD0;
float movingPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO_EYE_INDEX
};
struct g2f
{
float4 projectionSpaceVertex : SV_POSITION;
float4 dist : TEXCOORD1;
float4 uv : TEXCOORD0;
float movingPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2g vert (appdata v)
{
v2g o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT_STEREO_EYE_INDEX(o);
#if INVERT
float movingPos = v.vertex.y + _MovingSlider;
#else
float movingPos = 1- v.vertex.y + _MovingSlider;
#endif
v.vertex.xyz -= saturate(1-movingPos) * v.normal * _Extrude;
o.projectionSpaceVertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.movingPos = movingPos;
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i[0]);
float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w;
float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w;
float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w;
float2 edge0 = p2 - p1;
float2 edge1 = p2 - p0;
float2 edge2 = p1 - p0;
// To find the distance to the opposite edge, we take the
// formula for finding the area of a triangle Area = Base/2 * Height,
// and solve for the Height = (Area * 2)/Base.
// We can get the area of a triangle by taking its cross product
// divided by 2. However we can avoid dividing our area/base by 2
// since our cross product will already be double our area.
float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
float wireThickness = 800 - _WireThickness;
g2f o;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.projectionSpaceVertex = i[0].projectionSpaceVertex;
o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
o.uv = i[0].uv;
o.movingPos = i[0].movingPos;
triangleStream.Append(o);
o.projectionSpaceVertex = i[1].projectionSpaceVertex;
o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
o.uv = i[1].uv;
o.movingPos = i[1].movingPos;
triangleStream.Append(o);
o.projectionSpaceVertex = i[2].projectionSpaceVertex;
o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
o.uv = i[2].uv;
o.movingPos = i[2].movingPos;
triangleStream.Append(o);
}
fixed4 frag (g2f i) : SV_Target
{
float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3];
float4 mainTex = tex2D(_MainTex, i.uv.xy);
// show texture where there is no wireframe
// also fades the wireframe over the moving position
if(minDistanceToEdge > 0.9* 1- saturate(i.movingPos - _WireFrameStay))
{
// discard pixels where there is no wireframe earlier
clip(i.movingPos - 0.2);
return mainTex;
}
// discard pixels over the moving position
clip(i.movingPos);
return _WireColor;
}
ENDCG
}
}
}