119 lines
3.5 KiB
Plaintext
119 lines
3.5 KiB
Plaintext
|
Shader "Hidden/PostProcessing/Editor/Trackball"
|
||
|
{
|
||
|
CGINCLUDE
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
#define PI 3.14159265359
|
||
|
#define PI2 6.28318530718
|
||
|
|
||
|
float _Offset;
|
||
|
float _DisabledState;
|
||
|
float2 _Resolution; // x: size, y: size / 2
|
||
|
|
||
|
float3 HsvToRgb(float3 c)
|
||
|
{
|
||
|
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||
|
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
||
|
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
|
||
|
}
|
||
|
|
||
|
float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
|
||
|
{
|
||
|
const float kHueOuterRadius = 0.45;
|
||
|
const float kHueInnerRadius = 0.38;
|
||
|
const float kLumOuterRadius = 0.495;
|
||
|
const float kLumInnerRadius = 0.48;
|
||
|
|
||
|
float4 color = (0.0).xxxx;
|
||
|
float2 uvc = i.uv - (0.5).xx;
|
||
|
float dist = sqrt(dot(uvc, uvc));
|
||
|
float delta = fwidth(dist);
|
||
|
float angle = atan2(uvc.x, uvc.y);
|
||
|
|
||
|
// Cross
|
||
|
{
|
||
|
float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
|
||
|
float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
|
||
|
|
||
|
float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
|
||
|
vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
|
||
|
|
||
|
float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
|
||
|
hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
|
||
|
|
||
|
color += hline.xxxx * (1.0).xxxx;
|
||
|
color += vline.xxxx * (1.0).xxxx;
|
||
|
color = saturate(color);
|
||
|
color *= half4((crossColor).xxx, 0.05);
|
||
|
}
|
||
|
|
||
|
// Hue
|
||
|
{
|
||
|
float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
|
||
|
float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
|
||
|
|
||
|
float hue = angle;
|
||
|
hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
|
||
|
float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
|
||
|
color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
|
||
|
}
|
||
|
|
||
|
// Offset
|
||
|
{
|
||
|
float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
|
||
|
float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
|
||
|
float4 c = float4((offsetColor).xxx, 1.0);
|
||
|
|
||
|
float a = PI * _Offset;
|
||
|
if (_Offset >= 0 && angle < a && angle > 0.0)
|
||
|
c = float4((1.0).xxx, 0.5);
|
||
|
else if (angle > a && angle < 0.0)
|
||
|
c = float4((1.0).xxx, 0.5);
|
||
|
|
||
|
color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
|
||
|
}
|
||
|
|
||
|
return color * _DisabledState;
|
||
|
}
|
||
|
|
||
|
float4 FragTrackballDark(v2f_img i) : SV_Target
|
||
|
{
|
||
|
return CreateWheel(i, 1.0, 0.15);
|
||
|
}
|
||
|
|
||
|
float4 FragTrackballLight(v2f_img i) : SV_Target
|
||
|
{
|
||
|
return CreateWheel(i, 0.0, 0.3);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Cull Off ZWrite Off ZTest Always
|
||
|
|
||
|
// (0) Dark skin
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vert_img
|
||
|
#pragma fragment FragTrackballDark
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// (1) Light skin
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vert_img
|
||
|
#pragma fragment FragTrackballLight
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|