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