Shader "Hidden/Universal Render Pipeline/Editor/Trackball" { CGINCLUDE #pragma editor_sync_compilation #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); } color = color * _DisabledState; #if !UNITY_COLORSPACE_GAMMA color = half4(GammaToLinearSpace(color.xyz), color.w); #endif return color; } 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 } } }