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paint.shader
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Shader "Paint"
{
Properties
{
[HideInInspector]
iMouse("iMouse",Vector) = (-1.0,-1.0,0.0,0.0)
brush("Brush Color",Color) = (1,1,1,1)
size("Brush Size",Range(0.001,0.050)) = 0.005
[KeywordEnum(Circle,Circle2,Rect)] shapes("Brush shapes", Float) = 0
}
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 4.0
float4 iMouse;
float4 brush;
float size;
float shapes;
float4 vertex_shader (float4 vertex:POSITION):SV_POSITION
{
return UnityObjectToClipPos (vertex);
}
float4 pixel_shader (float4 vertex:SV_POSITION):SV_TARGET
{
float2 uv=vertex.xy/_ScreenParams.xy;
switch(shapes)
{
case 0:
{
float circle=length(iMouse.xy-uv.xy);
if (circle>size) discard;
return brush;
}
case 1:
{
float circle=length(iMouse.xy-uv.xy);
circle = smoothstep(circle,size-0.002,size);
if (circle>size) discard;
return brush;
}
case 2:
{
float2 rect = abs(iMouse.xy-uv.xy);
if (any(rect>size)) discard;
return brush;
}
default:
return float4(0,0,0,1);
}
}
ENDCG
}
}
}