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- //======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
- ///
- /// Basic wireframe shader that can be used for rendering spatial mapping meshes.
- ///
- Shader "Custom/Spatial Mapping/ GeometryWireframe"
- {
- Properties
- {
- _WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
- _WireThickness("Wire thickness", Range(0, 800)) = 100
- }
- SubShader
- {
- Tags{ "RenderType" = "Opaque" }
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest Always
- CGPROGRAM
- #pragma vertex vert
- #pragma geometry geom
- #pragma fragment frag
- #pragma target 5.0
- #pragma only_renderers d3d11
- #include "UnityCG.cginc"
- float4 _WireColor;
- float _WireThickness;
- // Based on approach described in Shader-Based Wireframe Drawing (2008)
- // http://orbit.dtu.dk/en/publications/id(13e2122d-bec7-48de-beca-03ce6ea1c3f1).html
- struct v2g
- {
- float4 viewPos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2g vert(appdata_base v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2g o;
- o.viewPos = UnityObjectToClipPos(v.vertex);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- return o;
- }
- // inverseW is to counteract the effect of perspective-correct interpolation so that the lines
- // look the same thickness regardless of their depth in the scene.
- struct g2f
- {
- float4 viewPos : SV_POSITION;
- float inverseW : TEXCOORD0;
- float3 dist : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- [maxvertexcount(3)]
- void geom(triangle v2g i[3], inout TriangleStream<g2f> triStream)
- {
- // Calculate the vectors that define the triangle from the input points.
- float2 point0 = i[0].viewPos.xy / i[0].viewPos.w;
- float2 point1 = i[1].viewPos.xy / i[1].viewPos.w;
- float2 point2 = i[2].viewPos.xy / i[2].viewPos.w;
- // Calculate the area of the triangle.
- float2 vector0 = point2 - point1;
- float2 vector1 = point2 - point0;
- float2 vector2 = point1 - point0;
- float area = abs(vector1.x * vector2.y - vector1.y * vector2.x);
- float3 distScale[3];
- distScale[0] = float3(area / length(vector0), 0, 0);
- distScale[1] = float3(0, area / length(vector1), 0);
- distScale[2] = float3(0, 0, area / length(vector2));
- float wireScale = 800 - _WireThickness;
- // Output each original vertex with its distance to the opposing line defined
- // by the other two vertices.
- g2f o;
- [unroll]
- for (uint idx = 0; idx < 3; ++idx)
- {
- o.viewPos = i[idx].viewPos;
- o.inverseW = 1.0 / o.viewPos.w;
- o.dist = distScale[idx] * o.viewPos.w * wireScale;
- UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[idx], o);
- triStream.Append(o);
- }
- }
- void frag(g2f i, out half4 outColor : SV_Target)
- {
- // Calculate minimum distance to one of the triangle lines, making sure to correct
- // for perspective-correct interpolation.
- float dist = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.inverseW;
- // Make the intensity of the line very bright along the triangle edges but fall-off very
- // quickly.
- float I = exp2(-2 * dist * dist / 10);
- // Fade out the alpha but not the color so we don't get any weird halo effects from
- // a fade to a different color.
- float4 color = I*_WireColor;
- color.a = I;
- outColor = color;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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