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SV_POSITION; + }; + + struct g2f { + float4 pos : SV_POSITION; + float3 bary : TEXCOORD0; + }; + + v2g vert(appdata_base v) { + v2g o; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + [maxvertexcount(3)] + void geom(triangle v2g IN[3], inout TriangleStream triStream) { + float3 param = float3(0., 0., 0.); + + #if _REMOVEDIAG_ON + float EdgeA = length(IN[0].worldPos - IN[1].worldPos); + float EdgeB = length(IN[1].worldPos - IN[2].worldPos); + float EdgeC = length(IN[2].worldPos - IN[0].worldPos); + + if(EdgeA > EdgeB && EdgeA > EdgeC) + param.y = 1.; + else if (EdgeB > EdgeC && EdgeB > EdgeA) + param.x = 1.; + else + param.z = 1.; + #endif + + g2f o; + o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos); + o.bary = float3(1., 0., 0.) + param; + triStream.Append(o); + o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos); + o.bary = float3(0., 0., 1.) + param; + triStream.Append(o); + o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos); + o.bary = float3(0., 1., 0.) + param; + triStream.Append(o); + } + + float _WireframeVal; + fixed4 _BackColor; + + fixed4 frag(g2f i) : SV_Target { + if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal))) + discard; + + return _BackColor; + } + + ENDCG + } + + Pass + { + Cull Back + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma geometry geom + + // Change "shader_feature" with "pragma_compile" if you want set this keyword from c# code + #pragma shader_feature __ _REMOVEDIAG_ON + + #include "UnityCG.cginc" + + struct v2g { + float4 worldPos : SV_POSITION; + }; + + struct g2f { + float4 pos : SV_POSITION; + float3 bary : TEXCOORD0; + }; + + v2g vert(appdata_base v) { + v2g o; + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + [maxvertexcount(3)] + void geom(triangle v2g IN[3], inout TriangleStream triStream) { + float3 param = float3(0., 0., 0.); + + #if _REMOVEDIAG_ON + float EdgeA = length(IN[0].worldPos - IN[1].worldPos); + float EdgeB = length(IN[1].worldPos - IN[2].worldPos); + float EdgeC = length(IN[2].worldPos - IN[0].worldPos); + + if(EdgeA > EdgeB && EdgeA > EdgeC) + param.y = 1.; + else if (EdgeB > EdgeC && EdgeB > EdgeA) + param.x = 1.; + else + param.z = 1.; + #endif + + g2f o; + o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos); + o.bary = float3(1., 0., 0.) + param; + triStream.Append(o); + o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos); + o.bary = float3(0., 0., 1.) + param; + triStream.Append(o); + o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos); + o.bary = float3(0., 1., 0.) + param; + triStream.Append(o); + } + + float _WireframeVal; + fixed4 _FrontColor; + + fixed4 frag(g2f i) : SV_Target { + if(!any(bool3(i.bary.x <= _WireframeVal, i.bary.y <= _WireframeVal, i.bary.z <= _WireframeVal))) + discard; + + return _FrontColor; + } + + ENDCG + } + } +} + +// Shader "Custom/Wireframe" +// { +// Properties +// { +// _WireColor("WireColor", Color) = (1,0,0,1) +// _Color("Color", Color) = (1,1,1,1) +// } + +// SubShader 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