YanCheng_Metrology/Assets/Plugins/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightSeeThrough.shader

168 lines
6.3 KiB
Plaintext

Shader "HighlightPlus/Geometry/SeeThrough" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_SeeThrough ("See Through", Range(0,1)) = 0.8
_SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8)
_SeeThroughNoise("Noise", Float) = 1
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
_SeeThroughStencilRef ("Stencil Ref", Int) = 2
_SeeThroughStencilComp ("Stencil Comp", Int) = 5
_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
_SeeThroughDepthOffset ("Depth Offset", Float) = 0
_SeeThroughMaxDepth("Max Depth", Float) = 0
_SeeThroughTexture("Mask Texture", 2D) = "white" {}
_SeeThroughTextureScale("Mask Texture Scale", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
// See through effect
Pass
{
Name "See-through"
Stencil {
ReadMask 3
WriteMask 3
Ref [_SeeThroughStencilRef]
Comp [_SeeThroughStencilComp]
Pass [_SeeThroughStencilPassOp]
Fail [_SeeThroughStencilPassOp]
}
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DEPTH_OFFSET
#pragma multi_compile_local _ HP_SEETHROUGH_ONLY_BORDER
#pragma multi_compile_local _ HP_TEXTURE_TRIPLANAR HP_TEXTURE_SCREENSPACE HP_TEXTURE_OBJECTSPACE
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 norm : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
#if HP_DEPTH_OFFSET || HP_TEXTURE_SCREENSPACE
float4 scrPos : TEXCOORD1;
#endif
#if HP_DEPTH_OFFSET
float depth : TEXCOORD2;
#endif
float3 wpos : TEXCOORD3;
#if HP_TEXTURE_TRIPLANAR
float3 wnorm : TEXCOORD4;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _SeeThrough;
fixed4 _SeeThroughTintColor;
fixed _CutOff;
fixed _SeeThroughNoise;
float _SeeThroughDepthOffset;
float _SeeThroughMaxDepth;
fixed _HP_Fade;
sampler2D _SeeThroughTexture;
fixed _SeeThroughTextureScale;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = ComputeVertexPosition(v.vertex);
#if HP_DEPTH_OFFSET || HP_TEXTURE_SCREENSPACE
o.scrPos = ComputeScreenPos(o.pos);
#endif
#if HP_DEPTH_OFFSET
COMPUTE_EYEDEPTH(o.depth);
#endif
o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
#if HP_TEXTURE_TRIPLANAR
o.wnorm = UnityObjectToWorldNormal(v.norm);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float GetEyeDepth(float rawDepth) {
float persp = LinearEyeDepth(rawDepth);
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
return lerp(persp,ortho,unity_OrthoParams.w);
}
fixed4 frag (v2f i) : SV_Target
{
#if HP_SEETHROUGH_ONLY_BORDER
return 0;
#else
#if HP_DEPTH_OFFSET
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
float sceneDepth = GetEyeDepth(sceneZ);
if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
#endif
fixed4 col = tex2D(_MainTex, i.uv);
#if HP_ALPHACLIP
clip(col.a - _CutOff);
#endif
col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a);
float scry = i.pos.y;
float time = _Time.w % 1.0;
col.rgb += _SeeThroughNoise *(frac( scry * time ) * 0.1);
col.a = _SeeThrough;
col.a = lerp(col.a, col.a * ( (scry % 2) - 1.0 ), _SeeThroughNoise);
col.a *= _HP_Fade;
#if HP_TEXTURE_TRIPLANAR
half3 triblend = saturate(pow(i.wnorm, 4));
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
// triplanar uvs
float3 tpos = i.wpos * _SeeThroughTextureScale;
float2 uvX = tpos.zy;
float2 uvY = tpos.xz;
float2 uvZ = tpos.xy;
// albedo textures
fixed4 colX = tex2D(_SeeThroughTexture, uvX);
fixed4 colY = tex2D(_SeeThroughTexture, uvY);
fixed4 colZ = tex2D(_SeeThroughTexture, uvZ);
fixed4 tex = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
col *= tex;
#elif HP_TEXTURE_SCREENSPACE
float2 uv = (i.scrPos.xy / i.scrPos.w);
uv.x *= _ScreenParams.x / _ScreenParams.y;
col *= tex2D(_SeeThroughTexture, uv * _SeeThroughTextureScale);
#elif HP_TEXTURE_OBJECTSPACE
col *= tex2D(_SeeThroughTexture, i.uv * _SeeThroughTextureScale);
#endif
return col;
#endif // HP_ONLY_BORDER
}
ENDCG
}
}
}