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Shader "Hidden/ALINE/Outline" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0.5)
_FadeColor ("Fade Color", Color) = (1,1,1,0.3)
_PixelWidth ("Width (px)", Float) = 4
_LengthPadding ("Length Padding (px)", Float) = 0
}
HLSLINCLUDE
float4 _Color;
float4 _FadeColor;
float _PixelWidth;
float _LengthPadding;
// Number of screen pixels that the _Falloff texture corresponds to
static const float FalloffTextureScreenPixels = 2;
#pragma vertex vert
#pragma fragment frag
ENDHLSL
// First subshader is for the HighDefinitionRenderPipeline.
// The shader contents are identical except that it defines UNTIY_HDRP.
SubShader {
PackageRequirements {
"com.unity.render-pipelines.high-definition": "0.1"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Offset -3, -50
Tags { "IgnoreProjector"="True" "RenderType"="Overlay" "RenderPipeline"="HighDefinitionRenderPipeline" }
// With line joins some triangles can actually end up backwards, so disable culling
Cull Off
// Render behind objects
Pass {
ZTest Greater
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
return line_vert_raw(v, _Color * _FadeColor, _PixelWidth, _LengthPadding, outpos);
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : COLOR {
return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
}
ENDHLSL
}
// First pass writes to the Z buffer where the lines have a pretty high opacity
Pass {
ZTest LEqual
ZWrite On
ColorMask 0
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
line_v2f o = line_vert_raw(v, float4(1,1,1,1), _PixelWidth, _LengthPadding, outpos);
o.col = float4(1,1,1,1);
return o;
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
float a = calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels);
if (a < 0.7) discard;
return float4(1,1,1,a);
}
ENDHLSL
}
// Render in front of objects
Pass {
ZTest LEqual
HLSLPROGRAM
#define UNITY_HDRP
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
return line_vert_raw(v, _Color, _PixelWidth, _LengthPadding, outpos);
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
}
ENDHLSL
}
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Offset -3, -50
Tags { "IgnoreProjector"="True" "RenderType"="Overlay" }
// With line joins some triangles can actually end up backwards, so disable culling
Cull Off
// Render behind objects
Pass {
ZTest Greater
HLSLPROGRAM
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
return line_vert_raw(v, _Color * _FadeColor, _PixelWidth, _LengthPadding, outpos);
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
}
ENDHLSL
}
// First pass writes to the Z buffer where the lines have a pretty high opacity
Pass {
ZTest LEqual
ZWrite On
ColorMask 0
HLSLPROGRAM
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
line_v2f o = line_vert_raw(v, float4(1,1,1,1), _PixelWidth, _LengthPadding, outpos);
o.col = float4(1,1,1,1);
return o;
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
float a = calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels);
if (a < 0.7) discard;
return float4(1,1,1,a);
}
ENDHLSL
}
// Render in front of objects
Pass {
ZTest LEqual
HLSLPROGRAM
#include "aline_common_line.cginc"
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
return line_vert_raw(v, _Color, _PixelWidth, _LengthPadding, outpos);
}
half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
}
ENDHLSL
}
}
Fallback Off
}