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99 lines
2.8 KiB
99 lines
2.8 KiB
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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