/// /// Basic wireframe shader that can be used for rendering spatial mapping meshes. /// Shader "Hololens Shader Pack/Wire floating" { Properties { _WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0) [PowerSlider(2.0)] _Amount("Wire Thickness", Range(0.0001,0.1)) = 0.01 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+1" } Pass { Cull Front ColorMask 0 CGPROGRAM #include "HoloCP.cginc" #pragma vertex vert #pragma fragment frag fixed _Amount; struct v2f { fixed4 viewPos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { UNITY_SETUP_INSTANCE_ID(v); v2f o; o.viewPos = UnityObjectToClipPos(v.vertex); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); return o; } fixed4 frag(v2f i) : COLOR { return 0; } ENDCG } Tags{ "RenderType" = "Transparent" "Queue" = "Transparent-1" } Pass { Cull Front CGPROGRAM #include "HoloCP.cginc" #pragma vertex vert #pragma fragment frag fixed4 _WireColor; fixed _Amount; struct v2f { fixed4 viewPos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { UNITY_SETUP_INSTANCE_ID(v); v2f o; o.viewPos = UnityObjectToClipPos(v.vertex + normalize(v.normal) * _Amount); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); return o; } fixed4 frag(v2f i) : COLOR { return _WireColor; } ENDCG } } FallBack "Diffuse" }