2026-03-18 20:09:32 +03:00

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Shader "Unlit/Barcode"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color1 ("Color1", Color) = (0,0,0,1)
_Color2 ("Color2", Color) = (1,1,1,1)
_Row ("Row", int) = 5
_Column("Column", int) = 5
_Value ("Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
fixed4 _Color1;
fixed4 _Color2;
int _Value;
int _Row;
int _Column;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = float4(v.texcoord1.xy, 0, 0);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
int x = floor(i.uv.x * _Row);
int y = floor(i.uv.y * _Column);
int bit = x + y * _Row;
if ((_Value >> bit) & 1)
return _Color2;
return _Color1;
}
ENDCG
}
}
}