Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/SpatialMappingWireframe.shader

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2023-03-28 13:24:16 -04:00
Shader "Universal Render Pipeline/VR/SpatialMapping/Wireframe"
{
Properties
{
_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100
}
SubShader
{
Tags {"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Name "Spatial Mapping Wireframe"
// Wireframe shader based on the the following
// http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf
HLSLPROGRAM
#pragma require geometry
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#include "UnlitInput.hlsl"
float _WireThickness;
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2g
{
float4 projectionSpaceVertex : SV_POSITION;
float4 worldSpacePosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2g vert(Attributes input)
{
v2g output = (v2g)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.projectionSpaceVertex = vertexInput.positionCS;
output.worldSpacePosition = mul(unity_ObjectToWorld, input.positionOS);
return output;
}
struct g2f
{
float4 projectionSpaceVertex : SV_POSITION;
float4 worldSpacePosition : TEXCOORD0;
float4 dist : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
[maxvertexcount(3)]
void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i[0]);
float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w;
float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w;
float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w;
float2 edge0 = p2 - p1;
float2 edge1 = p2 - p0;
float2 edge2 = p1 - p0;
// To find the distance to the opposite edge, we take the
// formula for finding the area of a triangle Area = Base/2 * Height,
// and solve for the Height = (Area * 2)/Base.
// We can get the area of a triangle by taking its cross product
// divided by 2. However we can avoid dividing our area/base by 2
// since our cross product will already be double our area.
float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
float wireThickness = 800 - _WireThickness;
g2f o;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldSpacePosition = i[0].worldSpacePosition;
o.projectionSpaceVertex = i[0].projectionSpaceVertex;
o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
triangleStream.Append(o);
o.worldSpacePosition = i[1].worldSpacePosition;
o.projectionSpaceVertex = i[1].projectionSpaceVertex;
o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
triangleStream.Append(o);
o.worldSpacePosition = i[2].worldSpacePosition;
o.projectionSpaceVertex = i[2].projectionSpaceVertex;
o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projectionSpaceVertex.w;
triangleStream.Append(o);
}
half4 frag(g2f i) : SV_Target
{
float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3];
// Early out if we know we are not on a line segment.
if(minDistanceToEdge > 0.9)
{
return half4(0,0,0,0);
}
// Smooth our line out
float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge);
const half4 colors[11] = {
half4(1.0, 1.0, 1.0, 1.0), // White
half4(1.0, 0.0, 0.0, 1.0), // Red
half4(0.0, 1.0, 0.0, 1.0), // Green
half4(0.0, 0.0, 1.0, 1.0), // Blue
half4(1.0, 1.0, 0.0, 1.0), // Yellow
half4(0.0, 1.0, 1.0, 1.0), // Cyan/Aqua
half4(1.0, 0.0, 1.0, 1.0), // Magenta
half4(0.5, 0.0, 0.0, 1.0), // Maroon
half4(0.0, 0.5, 0.5, 1.0), // Teal
half4(1.0, 0.65, 0.0, 1.0), // Orange
half4(1.0, 1.0, 1.0, 1.0) // White
};
float cameraToVertexDistance = length(_WorldSpaceCameraPos - i.worldSpacePosition.xyz);
int index = clamp(floor(cameraToVertexDistance), 0, 10);
half4 wireColor = colors[index];
half4 finalColor = lerp(float4(0,0,0,1), wireColor, t);
finalColor.a = t;
return finalColor;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}