Shader "Unlit/LogShader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
fixed4 Num (float num, float uv, float index)
{
if (num == 2)
{
// Two(uv, index);
}
}
fixed4 Two(float2 uv, float index)
{
fixed4 col = fixed4(1,0,0,1);
// 0~1
// 5*5マスの数字を表示する
float size = 5;
float resolution = 130;
float ratio = 1/resolution;
float offsetPos = -ratio * index*size;
// 1行目
float x = uv.x + offsetPos;
float y = uv.y;
if (x >= ratio * 2 && x < ratio * 5 && y >= ratio*5 && y < ratio*6)
{
col = fixed4(1,1,1,1);
col.a = 1;
}
// 2行目
if (x >= ratio * 4 && x < ratio * 5 && y >= ratio * 4 && y < ratio*5)
{
col = fixed4(1,1,1,1);
col.a = 1;
}
// 3行目
if (x >= ratio * 2 && x < ratio * 5 && y >= ratio*3 && y < ratio*4)
{
col = fixed4(1,1,1,1);
col.a = 1;
}
// 4行目
if (x >= ratio * 2 && x < ratio * 3 && y >= ratio*2 && y < ratio*3)
{
col = fixed4(1,1,1,1);
col.a = 1;
}
// 5行目
if (x >= ratio * 2 && x < ratio * 5 && y >= ratio && y < ratio*2)
{
col = fixed4(1,1,1,1);
col.a = 1;
}
return col;
}
fixed4 frag (v2f i) : SV_Target
{
// 白文字
fixed4 col;
col = Two(i.uv, 0);
col += Two(i.uv, 1);
return col;
}
ENDCG
}
}
}