2026-04-30 그린빈 추가
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// just a simple transparent color shader.
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Shader "Custom/EasyColliderMeshColliderPreview" {
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Properties {
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_Color("Main Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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// For single convex-hulls so we can view them inside of the mesh with the new mesh offsets.
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Pass {
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ZTest always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float4 normal: NORMAL;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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};
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half4 _Color;
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v2f vert (appdata_t v)
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{
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v2f o;
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//world space vert
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o.vertex = mul(unity_ObjectToWorld, v.vertex);
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// world space normal
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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// offset by a small amount (1mm) (to prevent z-clipping)
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o.vertex.xyz += worldNormal * 0.001f;
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// back to to world space
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o.vertex = mul(unity_WorldToObject, o.vertex);
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// object to clip position
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o.vertex = UnityObjectToClipPos(o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// all mesh-collider previews have an alpha value that can be changed if you wish.
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_Color.a = 0.8f;
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return _Color;
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}
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ENDCG
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}
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//VHACD pass, normal z-testing.
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float4 normal: NORMAL;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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};
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half4 _Color;
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v2f vert (appdata_t v)
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{
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v2f o;
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//world space vert
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o.vertex = mul(unity_ObjectToWorld, v.vertex);
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// world space normal
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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// offset by a small amount (1mm) (to prevent z-clipping)
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o.vertex.xyz += worldNormal * 0.001f;
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// back to to world space
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o.vertex = mul(unity_WorldToObject, o.vertex);
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// object to clip position
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o.vertex = UnityObjectToClipPos(o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// all mesh-collider previews have an alpha value that can be changed if you wish.
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_Color.a = 0.8f;
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return _Color;
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}
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ENDCG
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}
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}
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}
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