Shader "Unlit/SimpleGeometryShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
SubShader
{
Tags {
"RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2g
{
float vertex: SV_POSITION;
float uv : TEXCOORD0;
};
struct g2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2g vert (appdata v)
{
v2g o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream)
{
g2f o;
for(int i = 0;i < 3; i++)
{
o.vertex = UnityObjectToClipPos(IN[i].vertex);
UNITY_TRANSFER_FOG(o, o.vertex);
o.uv = TRANSFORM_TEX(IN[i].uv, _MainTex);
triStream.Append(o);
}
triStream.RestartStrip();
}
fixed4 frag (g2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Get familiar with geometry shaders:
-
Similar to vertex and fragment shaders, you need to define the function #pragma geometry geom
-
[maxvertexcount(3)] must be added above the function body: indicates the maximum number of vertices that can be increased
-
triangle v2g IN[3] function input parameter types are point, line, triangle, lineadj, triangleadj five;
-
inout TriangleStream triStream function output parameter
PointStream: output a series of point primitives
LineStream: output a series of line primitives
TriangleStream: output a series of triangular surface primitives -
Every time a vertex is output, it is necessary to output stream.Append(o); once.
-
After outputting enough vertices, also triStream.RestartStrip(); once.