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- Shader "Hidden/Universal Render Pipeline/Editor/Trackball"
- {
- CGINCLUDE
- #pragma editor_sync_compilation
- #include "UnityCG.cginc"
- #define PI 3.14159265359
- #define PI2 6.28318530718
- float _Offset;
- float _DisabledState;
- float2 _Resolution; // x: size, y: size / 2
- float3 HsvToRgb(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
- float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
- {
- const float kHueOuterRadius = 0.45;
- const float kHueInnerRadius = 0.38;
- const float kLumOuterRadius = 0.495;
- const float kLumInnerRadius = 0.48;
- float4 color = (0.0).xxxx;
- float2 uvc = i.uv - (0.5).xx;
- float dist = sqrt(dot(uvc, uvc));
- float delta = fwidth(dist);
- float angle = atan2(uvc.x, uvc.y);
- // Cross
- {
- float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
- float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
- float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
- vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
- float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
- hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
- color += hline.xxxx * (1.0).xxxx;
- color += vline.xxxx * (1.0).xxxx;
- color = saturate(color);
- color *= half4((crossColor).xxx, 0.05);
- }
- // Hue
- {
- float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
- float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
- float hue = angle;
- hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
- float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
- color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
- }
- // Offset
- {
- float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
- float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
- float4 c = float4((offsetColor).xxx, 1.0);
- float a = PI * _Offset;
- if (_Offset >= 0 && angle < a && angle > 0.0)
- c = float4((1.0).xxx, 0.5);
- else if (angle > a && angle < 0.0)
- c = float4((1.0).xxx, 0.5);
- color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
- }
- color = color * _DisabledState;
- #if !UNITY_COLORSPACE_GAMMA
- color = half4(GammaToLinearSpace(color.xyz), color.w);
- #endif
- return color;
- }
- float4 FragTrackballDark(v2f_img i) : SV_Target
- {
- return CreateWheel(i, 1.0, 0.15);
- }
- float4 FragTrackballLight(v2f_img i) : SV_Target
- {
- return CreateWheel(i, 0.0, 0.3);
- }
- ENDCG
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- // (0) Dark skin
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment FragTrackballDark
- ENDCG
- }
- // (1) Light skin
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment FragTrackballLight
- ENDCG
- }
- }
- }
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