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- Shader "FlatKit/Demos/Circle Decal"
- {
- Properties
- {
- [MainColor][HDR]_Color("_Color (default = 1,1,1,1)", Color) = (1,1,1,1)
- [Space]
- [Enum(UnityEngine.Rendering.BlendMode)]_DecalSrcBlend("Src Blend", Int) = 5 // 5 = SrcAlpha
- [Enum(UnityEngine.Rendering.BlendMode)]_DecalDstBlend("Dst Blend", Int) = 10 // 10 = OneMinusSrcAlpha
- [Space]
- [Toggle(_ProjectionAngleDiscardEnable)] _ProjectionAngleDiscardEnable("Angle Discard Enable", float) = 0
- _ProjectionAngleDiscardThreshold(" Threshold", range(-1,1)) = 0
- [Space]
- _StencilRef("Stencil Reference", Float) = 0
- [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Compare", Float) = 0 //0 = disable
- [Space]
- [Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("Depth Test", Float) = 0 //0 = disable
- [Space]
- [Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 1 //1 = Front
- }
- SubShader
- {
- Tags
- {
- "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True"
- }
- Pass
- {
- Stencil
- {
- Ref[_StencilRef]
- Comp[_StencilComp]
- }
- Cull[_Cull]
- ZTest[_ZTest]
- ZWrite off
- Blend[_DecalSrcBlend][_DecalDstBlend]
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- // due to using ddx() & ddy()
- #pragma target 3.0
- #pragma shader_feature_local_fragment _ProjectionAngleDiscardEnable
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct appdata {
- float3 positionOS : POSITION;
- };
- struct v2f {
- float4 positionCS : SV_POSITION;
- float4 screenPos : TEXCOORD0;
- float4 viewRayOS : TEXCOORD1; // xyz: viewRayOS, w: extra copy of positionVS.z
- float4 cameraPosOSAndFogFactor : TEXCOORD2;
- };
- sampler2D _MainTex;
- sampler2D _CameraDepthTexture;
- CBUFFER_START(UnityPerMaterial)
- float4 _MainTex_ST;
- float _ProjectionAngleDiscardThreshold;
- half4 _Color;
- half2 _AlphaRemap;
- half _MulAlphaToRGB;
- CBUFFER_END
- v2f vert(appdata input) {
- v2f o;
- VertexPositionInputs vertexPositionInput = GetVertexPositionInputs(input.positionOS);
- o.positionCS = vertexPositionInput.positionCS;
- #if _UnityFogEnable
- o.cameraPosOSAndFogFactor.a = ComputeFogFactor(o.positionCS.z);
- #else
- o.cameraPosOSAndFogFactor.a = 0;
- #endif
- o.screenPos = ComputeScreenPos(o.positionCS);
- float3 viewRay = vertexPositionInput.positionVS;
- o.viewRayOS.w = viewRay.z;
- viewRay *= -1;
- float4x4 ViewToObjectMatrix = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
- o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, viewRay);
- o.cameraPosOSAndFogFactor.xyz = mul(ViewToObjectMatrix, float4(0, 0, 0, 1)).xyz;
- return o;
- }
- // copied from URP12.1.2's ShaderVariablesFunctions.hlsl
- #if SHADER_LIBRARY_VERSION_MAJOR < 12
- float LinearDepthToEyeDepth(float rawDepth)
- {
- #if UNITY_REVERSED_Z
- return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
- #else
- return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
- #endif
- }
- #endif
- half4 frag(v2f i) : SV_Target {
- i.viewRayOS.xyz /= i.viewRayOS.w;
- float2 screenSpaceUV = i.screenPos.xy / i.screenPos.w;
- float sceneRawDepth = tex2D(_CameraDepthTexture, screenSpaceUV).r;
- float3 decalSpaceScenePos;
- if (unity_OrthoParams.w) {
- float sceneDepthVS = LinearDepthToEyeDepth(sceneRawDepth);
- float2 viewRayEndPosVS_xy = float2(
- unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2 /* to clip space */);
- float4 vposOrtho = float4(viewRayEndPosVS_xy, -sceneDepthVS, 1); // view space pos
- float3 wposOrtho = mul(UNITY_MATRIX_I_V, vposOrtho).xyz; // view space to world space
- decalSpaceScenePos = mul(GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz;
- } else {
- float sceneDepthVS = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
- decalSpaceScenePos = i.cameraPosOSAndFogFactor.xyz + i.viewRayOS.xyz * sceneDepthVS;
- }
- float2 decalSpaceUV = decalSpaceScenePos.xy + 0.5;
- float shouldClip = 0;
- #if _ProjectionAngleDiscardEnable
- float3 decalSpaceHardNormal = normalize(cross(ddx(decalSpaceScenePos), ddy(decalSpaceScenePos)));
- shouldClip = decalSpaceHardNormal.z > _ProjectionAngleDiscardThreshold ? 0 : 1;
- #endif
- clip(0.5 - abs(decalSpaceScenePos) - shouldClip);
- float4 col = 1;
- col.a = smoothstep(0, 0.01, 1 - length(decalSpaceUV - 0.5) * 2);
- col *= _Color;
- col.rgb = MixFog(col.rgb, i.cameraPosOSAndFogFactor.a);
- return col;
- }
- ENDHLSL
- }
- }
- }
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