134 lines
5.0 KiB
Plaintext
134 lines
5.0 KiB
Plaintext
Shader "HighlightPlus/Geometry/Glow" {
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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_Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
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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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_Cull ("Cull Mode", Int) = 2
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_ConstantWidth ("Constant Width", Float) = 1
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_MinimumWidth ("Minimum Width", Float) = 0
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_GlowZTest ("ZTest", Int) = 4
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_GlowStencilOp ("Stencil Operation", Int) = 0
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_CutOff("CutOff", Float ) = 0.5
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_GlowStencilComp ("Stencil Comp", Int) = 6
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_NoiseTex("Noise Tex", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
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// Glow passes
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Pass
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{
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Stencil {
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Ref 2
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Comp [_GlowStencilComp]
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Pass [_GlowStencilOp]
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ReadMask 2
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WriteMask 2
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull [_Cull]
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ZTest [_GlowZTest]
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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_instancing
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#pragma multi_compile_local _ HP_ALPHACLIP
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#pragma multi_compile_local _ HP_DITHER_BLUENOISE
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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 normal : 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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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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//float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
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float3 _Glow2; // x = outline width, y = glow speed, z = dither intensity
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float _ConstantWidth, _MinimumWidth;
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fixed _CutOff;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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sampler2D _NoiseTex;
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float4 _NoiseTex_TexelSize;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
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UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
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UNITY_INSTANCING_BUFFER_END(Props)
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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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 pos = ComputeVertexPosition(v.vertex);
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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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float2 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
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glowDirection.x *= 2.0;
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#endif
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offset += glowDirection;
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float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
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float minWidth = lerp(2, z, _MinimumWidth);
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z = lerp(minWidth, z, _ConstantWidth);
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float outlineWidth = _Glow2.x;
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float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
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float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
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offset *= z * (outlineWidth + animatedWidth);
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pos.xy += offset;
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o.pos = pos;
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o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
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o.color.a = glow.x;
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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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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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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 color = i.color;
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float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
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#if HP_DITHER_BLUENOISE
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float2 noiseUV = i.pos.xy * _NoiseTex_TexelSize.xy;
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fixed dither = tex2D(_NoiseTex, noiseUV).r;
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color.a *= saturate( 1.0 - _Glow2.z * dither);
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#else
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float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
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fixed dither = frac(screenPos.x + screenPos.y);
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color.a *= saturate(1.0 - _Glow2.z + dither);
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#endif
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return color;
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}
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ENDCG
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}
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}
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} |