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

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Shader "HighlightPlus/Geometry/Glow" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_Cull ("Cull Mode", Int) = 2
_ConstantWidth ("Constant Width", Float) = 1
_MinimumWidth ("Minimum Width", Float) = 0
_GlowZTest ("ZTest", Int) = 4
_GlowStencilOp ("Stencil Operation", Int) = 0
_CutOff("CutOff", Float ) = 0.5
_GlowStencilComp ("Stencil Comp", Int) = 6
_NoiseTex("Noise Tex", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
// Glow passes
Pass
{
Stencil {
Ref 2
Comp [_GlowStencilComp]
Pass [_GlowStencilOp]
ReadMask 2
WriteMask 2
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
ZTest [_GlowZTest]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DITHER_BLUENOISE
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
//float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
float3 _Glow2; // x = outline width, y = glow speed, z = dither intensity
float _ConstantWidth, _MinimumWidth;
fixed _CutOff;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
sampler2D _NoiseTex;
float4 _NoiseTex_TexelSize;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = ComputeVertexPosition(v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = any(norm.xy)!=0 ? TransformViewToProjection(normalize(norm.xy)) : 0.0.xx;
float2 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
glowDirection.x *= 2.0;
#endif
offset += glowDirection;
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
float minWidth = lerp(2, z, _MinimumWidth);
z = lerp(minWidth, z, _ConstantWidth);
float outlineWidth = _Glow2.x;
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
offset *= z * (outlineWidth + animatedWidth);
pos.xy += offset;
o.pos = pos;
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
o.color.a = glow.x;
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
#if HP_ALPHACLIP
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _CutOff);
#endif
fixed4 color = i.color;
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
#if HP_DITHER_BLUENOISE
float2 noiseUV = i.pos.xy * _NoiseTex_TexelSize.xy;
fixed dither = tex2D(_NoiseTex, noiseUV).r;
color.a *= saturate( 1.0 - _Glow2.z * dither);
#else
float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
fixed dither = frac(screenPos.x + screenPos.y);
color.a *= saturate(1.0 - _Glow2.z + dither);
#endif
return color;
}
ENDCG
}
}
}