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100 lines
2.8 KiB
100 lines
2.8 KiB
3 years ago
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Shader "Unlit/TestCrossShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_AlphaData("Alpha Data",float)=1.0
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_IntersectPower("Intersect Power",float)= 1.0
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_ScanValue("Scan Value",float)= 1.0
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_ScanLineWidth("Scan Line Width",float)= 1.0
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_ScanLineColor("Scan Line Color",COLOR)=(1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Transparent" }
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LOD 100
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Pass
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{
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ZWrite Off //ZTest Always
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.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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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 scrPos : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _AlphaData;
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sampler2D _CameraDepthTexture;
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float _ScanValue;
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float _ScanLineWidth;
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fixed4 _ScanLineColor;
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float _IntersectPower;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.scrPos = ComputeScreenPos(o.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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COMPUTE_EYEDEPTH(o.scrPos.z);
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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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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 refrCol = tex2D(_CameraDepthTexture, i.scrPos.xy/i.scrPos.w);
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//float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv);
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//float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture,UNITY_PROJ_COORD(i.scrPos));
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//float depth = tex2D(_CameraDepthTexture, i.uv).r;
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
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float linearDepth = LinearEyeDepth(refrCol.r);
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float partZ = i.scrPos.z;
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// 两者相减就是深度的差异diff,再用1 - diff就得到了一个“相交程度”。
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float diff = linearDepth - partZ; // 两个值都在同一空间下, 就可以做比较了
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float intersect = (1 - diff) * _IntersectPower;
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col = float4(0,0, intersect*_AlphaData, 1 );
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//col = fixed4(i.worldNormal,col.a*_AlphaData);
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// apply fog
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// UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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/*float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
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float lnr01Depth = Linear01Depth(depth);
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fixed4 screenTexture = tex2D(_MainTex, i.uv);
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float near = smoothstep(_ScanValue, lnr01Depth, _ScanValue - _ScanLineWidth); // _ScanValue 就是 控制值, 在 [0, 1] 区间
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float far = smoothstep(_ScanValue, lnr01Depth, _ScanValue + _ScanLineWidth);
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fixed4 emissionClr = _ScanLineColor * (near + far);
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return screenTexture + emissionClr;*/
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}
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ENDCG
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}
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}
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}
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