Shader "DCFApixels/DebugX/Handles Dot" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "ForceNoShadowCasting"="True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Fog { Mode Off } Lighting Off Offset -1, -1 ZTest On CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) float _DebugX_GlobalDotSize; float4 _DebugX_GlobalColor; float GetHandleSize(float3 objectPosition) { float3 viewDir = normalize(_WorldSpaceCameraPos - objectPosition); float distance = length(_WorldSpaceCameraPos - objectPosition); float isOrthographic = UNITY_MATRIX_P[3][3]; distance = lerp(distance, 1, isOrthographic); float fov = radians(UNITY_MATRIX_P[1][1] * 2.0); float scale = distance * (1 / fov) * 0.015; return scale * _DebugX_GlobalDotSize; } v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); float scaleMultiplier = GetHandleSize(mul(UNITY_MATRIX_M, float4(0, 0, 0, 1)).xyz); float4x4 M = UNITY_MATRIX_M; M._m00 *= scaleMultiplier; M._m11 *= scaleMultiplier; M._m22 *= scaleMultiplier; float4 worldOrigin = mul(M, float4(0, 0, 0, 1)); float4 viewOrigin = float4(UnityObjectToViewPos(float3(0, 0, 0)), 1); float4 worldPos = mul(M, v.vertex); float4 viewPos = worldPos - worldOrigin + viewOrigin; float4 clipsPos = mul(UNITY_MATRIX_P, viewPos); o.vertex = clipsPos; o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * _DebugX_GlobalColor; return o; } ENDCG Pass { ZTest LEqual CGPROGRAM half4 frag (v2f i) : SV_Target { return i.color; } ENDCG } Pass { ZTest Greater CGPROGRAM half4 frag (v2f i) : SV_Target { return i.color * half4(1, 1, 1, 0.1); } ENDCG } } }