Shader "Pristine Grid" { Properties { [Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 _GridScale ("Grid Scale", Float) = 1.0 _LineWidthX ("Line Width X", Range(0,1.0)) = 0.01 _LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01 _LineColor ("Line Color", Color) = (1,1,1,1) _BaseColor ("Base Color", Color) = (0,0,0,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; bool _WorldUV; float _GridScale; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); if (_WorldUV) { // trick to reduce visual artifacts when far from the world origin float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz; // doesn't work properly for stereo rendering at the moment #if defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) o.uv = worldPos.xz; #else float3 cameraCenteringOffset = floor(_WorldSpaceCameraPos * _GridScale); o.uv = (worldPos * _GridScale - cameraCenteringOffset).xz; #endif } else o.uv = v.uv * _GridScale; return o; } // grid function from Best Darn Grid article float PristineGrid(float2 uv, float2 lineWidth) { float4 uvDDXY = float4(ddx(uv), ddy(uv)); float2 uvDeriv = float2(length(uvDDXY.xz), length(uvDDXY.yw)); bool2 invertLine = lineWidth > 0.5; float2 targetWidth = invertLine ? 1.0 - lineWidth : lineWidth; float2 drawWidth = clamp(targetWidth, uvDeriv, 0.5); float2 lineAA = uvDeriv * 1.5; float2 gridUV = abs(frac(uv) * 2.0 - 1.0); gridUV = invertLine ? gridUV : 1.0 - gridUV; float2 grid2 = smoothstep(drawWidth + lineAA, drawWidth - lineAA, gridUV); grid2 *= saturate(targetWidth / drawWidth); grid2 = lerp(grid2, targetWidth, saturate(uvDeriv * 2.0 - 1.0)); grid2 = invertLine ? 1.0 - grid2 : grid2; return lerp(grid2.x, 1.0, grid2.y); } float _LineWidthX, _LineWidthY; half4 _LineColor, _BaseColor; fixed4 frag (v2f i) : SV_Target { float grid = PristineGrid(i.uv, float2(_LineWidthX, _LineWidthY)); // lerp between base and line color return lerp(_BaseColor, _LineColor, grid * _LineColor.a); } ENDCG } } }