ProjectDDD/Assets/External/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightSeeThroughBorder.shader
2025-08-13 21:21:35 +09:00

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Shader "HighlightPlus/Geometry/SeeThroughBorder" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_SeeThroughBorderColor ("Outline Color", Color) = (0,0,0,1)
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
_SeeThroughBorderWidth ("Outline Offset", Float) = 0.01
_SeeThroughBorderConstantWidth ("Constant Width", Float) = 1
_SeeThroughStencilRef ("Stencil Ref", Int) = 2
_SeeThroughStencilComp ("Stencil Comp", Int) = 5
_SeeThroughDepthOffset ("Depth Offset", Float) = 0
_SeeThroughMaxDepth("Max Depth", Float) = 0
_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
_Cull ("Cull Mode", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
// See through effect
Pass
{
Name "See-through border"
Stencil {
ReadMask 3
WriteMask 3
Ref [_SeeThroughStencilRef]
Comp [_SeeThroughStencilComp]
Pass [_SeeThroughStencilPassOp]
Fail [_SeeThroughStencilPassOp]
}
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull [_Cull] // default Cull Back improves glow in high quality)
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DEPTH_OFFSET
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
#if HP_DEPTH_OFFSET
float4 scrPos : TEXCOORD1;
float depth : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _SeeThroughBorderColor;
fixed _CutOff;
float _SeeThroughDepthOffset;
float _SeeThroughMaxDepth;
float _SeeThroughBorderWidth;
float _SeeThroughBorderConstantWidth;
fixed _HP_Fade;
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
o.scrPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
#endif
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = any(norm.xy)!=0 ? TransformViewToProjection(normalize(norm.xy)) : 0.0.xx;
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
z = _SeeThroughBorderConstantWidth * (z - 2.0) + 2.0;
o.pos.xy += offset * z * _SeeThroughBorderWidth;
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_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
#if HP_ALPHACLIP
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _CutOff);
#endif
fixed4 res = _SeeThroughBorderColor;
res.a *= _HP_Fade;
return res;
}
ENDCG
}
}
}