9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
154 lines
5.9 KiB
GLSL
154 lines
5.9 KiB
GLSL
Shader "Universal Render Pipeline/VR/SpatialMapping/Wireframe"
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{
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Properties
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{
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_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100
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}
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SubShader
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{
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Tags {"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "Spatial Mapping Wireframe"
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// Wireframe shader based on the the following
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// http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf
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HLSLPROGRAM
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#pragma require geometry
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#pragma vertex vert
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#pragma geometry geom
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#pragma fragment frag
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#include "UnlitInput.hlsl"
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float _WireThickness;
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struct Attributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2g
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{
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float4 projectionSpaceVertex : SV_POSITION;
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float4 worldSpacePosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2g vert(Attributes input)
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{
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v2g output = (v2g)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.projectionSpaceVertex = vertexInput.positionCS;
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output.worldSpacePosition = mul(unity_ObjectToWorld, input.positionOS);
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return output;
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}
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struct g2f
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{
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float4 projectionSpaceVertex : SV_POSITION;
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float4 worldSpacePosition : TEXCOORD0;
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float4 dist : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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[maxvertexcount(3)]
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void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i[0]);
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float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w;
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float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w;
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float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w;
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float2 edge0 = p2 - p1;
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float2 edge1 = p2 - p0;
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float2 edge2 = p1 - p0;
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// To find the distance to the opposite edge, we take the
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// formula for finding the area of a triangle Area = Base/2 * Height,
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// and solve for the Height = (Area * 2)/Base.
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// We can get the area of a triangle by taking its cross product
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// divided by 2. However we can avoid dividing our area/base by 2
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// since our cross product will already be double our area.
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float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
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float wireThickness = 800 - _WireThickness;
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g2f o;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.worldSpacePosition = i[0].worldSpacePosition;
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o.projectionSpaceVertex = i[0].projectionSpaceVertex;
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o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness;
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o.dist.w = 1.0 / o.projectionSpaceVertex.w;
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triangleStream.Append(o);
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o.worldSpacePosition = i[1].worldSpacePosition;
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o.projectionSpaceVertex = i[1].projectionSpaceVertex;
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o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness;
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o.dist.w = 1.0 / o.projectionSpaceVertex.w;
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triangleStream.Append(o);
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o.worldSpacePosition = i[2].worldSpacePosition;
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o.projectionSpaceVertex = i[2].projectionSpaceVertex;
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o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness;
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o.dist.w = 1.0 / o.projectionSpaceVertex.w;
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triangleStream.Append(o);
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}
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half4 frag(g2f i) : SV_Target
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{
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float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3];
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// Early out if we know we are not on a line segment.
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if(minDistanceToEdge > 0.9)
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{
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return half4(0,0,0,0);
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}
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// Smooth our line out
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float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge);
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const half4 colors[11] = {
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half4(1.0, 1.0, 1.0, 1.0), // White
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half4(1.0, 0.0, 0.0, 1.0), // Red
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half4(0.0, 1.0, 0.0, 1.0), // Green
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half4(0.0, 0.0, 1.0, 1.0), // Blue
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half4(1.0, 1.0, 0.0, 1.0), // Yellow
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half4(0.0, 1.0, 1.0, 1.0), // Cyan/Aqua
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half4(1.0, 0.0, 1.0, 1.0), // Magenta
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half4(0.5, 0.0, 0.0, 1.0), // Maroon
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half4(0.0, 0.5, 0.5, 1.0), // Teal
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half4(1.0, 0.65, 0.0, 1.0), // Orange
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half4(1.0, 1.0, 1.0, 1.0) // White
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};
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float cameraToVertexDistance = length(_WorldSpaceCameraPos - i.worldSpacePosition.xyz);
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int index = clamp(floor(cameraToVertexDistance), 0, 10);
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half4 wireColor = colors[index];
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half4 finalColor = lerp(float4(0,0,0,1), wireColor, t);
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finalColor.a = t;
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return finalColor;
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}
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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