Shader "AwesomeTechnologies/TouchReact/RenderTouchBuffer" { Properties { } SubShader { Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag //#pragma geometry geom #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 data : TEXCOORD0; }; float4 _TB_Pos; //[maxvertexcount(3)] //void geom(triangle v2f input[3], inout TriangleStream OutputStream) //{ // float3 center = (input[0].pos.xyz + input[1].pos.xyz + input[2].pos.xyz) / 3; // for (int i = 0; i < 3; i++) // { // input[i].pos.x = center.x + (input[i].pos.x - center.x)*2; // //input[i].pos.y = center.y + (input[i].pos.y - center.y); // input[i].pos.z = center.z + (input[i].pos.z - center.z)*2; // OutputStream.Append(input[i]); // } //} v2f vert(appdata_base v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.data.r = mul( unity_ObjectToWorld, v.vertex ).y/10000; o.data.g = 1; return o; } float4 frag(v2f i) : COLOR { return i.data; } ENDCG } } }