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