124 lines
4.5 KiB
Plaintext
124 lines
4.5 KiB
Plaintext
Shader "HighlightPlus/Geometry/SeeThroughBorder" {
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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_SeeThroughBorderColor ("Outline Color", Color) = (0,0,0,1)
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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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_SeeThroughBorderWidth ("Outline Offset", Float) = 0.01
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_SeeThroughBorderConstantWidth ("Constant Width", Float) = 1
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_SeeThroughStencilRef ("Stencil Ref", Int) = 2
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_SeeThroughStencilComp ("Stencil Comp", Int) = 5
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_SeeThroughDepthOffset ("Depth Offset", Float) = 0
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_SeeThroughMaxDepth("Max Depth", Float) = 0
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_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
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_Cull ("Cull Mode", Int) = 2
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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 border"
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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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Cull [_Cull] // default Cull Back improves glow in high quality)
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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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#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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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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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
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float4 scrPos : TEXCOORD1;
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float depth : TEXCOORD2;
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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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fixed4 _SeeThroughBorderColor;
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fixed _CutOff;
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float _SeeThroughDepthOffset;
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float _SeeThroughMaxDepth;
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float _SeeThroughBorderWidth;
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float _SeeThroughBorderConstantWidth;
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fixed _HP_Fade;
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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
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o.scrPos = ComputeScreenPos(o.pos);
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COMPUTE_EYEDEPTH(o.depth);
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#endif
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float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = any(norm.xy)!=0 ? TransformViewToProjection(normalize(norm.xy)) : 0.0.xx;
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float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
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z = _SeeThroughBorderConstantWidth * (z - 2.0) + 2.0;
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o.pos.xy += offset * z * _SeeThroughBorderWidth;
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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_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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#if HP_ALPHACLIP
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fixed4 col = tex2D(_MainTex, i.uv);
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clip(col.a - _CutOff);
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#endif
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fixed4 res = _SeeThroughBorderColor;
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res.a *= _HP_Fade;
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return res;
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}
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ENDCG
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}
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}
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} |