/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ Shader "Unlit/Isolines" { Properties { _MainTex ("Texture", 2D) = "white" {} [HDR] _Color ("Color", Color) = (.5,.5,.5,1) [HDR] _AngleColor ("Angle Color", Color) = (.5,.5,.5,1) [HDR] _DangerColor ("Danger Color", Color) = (.5,.5,.5,1) _StartDepth("Start Depth", Float) = 0 _DepthRange("Height Range", Float) = 100 _LineWidth("Line Width", Float) = .1 _LineFade("Line Fade", Float) = .1 _AngleWidth("Angle Width", Float) = .1 _AngleFade("Angle Fade", Float) = .1 _DangerSteepness("Danger Steepness", Float) = .1 //_ClipDistance("Clip Distance", Float) = 10 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } LOD 100 Blend One One Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 #pragma target 5.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float2 uvw : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; float4 _Color; float4 _AngleColor; float4 _DangerColor; float _StartDepth; float _DepthRange; float _LineWidth; float _LineFade; float _AngleWidth; float _AngleFade; float _DangerSteepness; //float _ClipDistance; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uvw = mul (unity_ObjectToWorld, v.vertex).xy; return o; } float2 calcGrad (float2 uv, float me) { float n = -tex2D(_MainTex, float2(uv.x, uv.y + _MainTex_TexelSize.y)).x; float e = -tex2D(_MainTex, float2(uv.x + _MainTex_TexelSize.x, uv.y)).x; return float2(e-me,n-me); } fixed4 frag (v2f IN) : SV_Target { //clip(1-length(IN.uvw)/_ClipDistance); // sample the texture half h = -tex2D(_MainTex, IN.uv).r; float4 col = float4(0,0,0,0); float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -h); // Calculate the direction in which the surface is facing float2 plan = calcGrad(IN.uv, h); float planmag = length(plan); float dangerblend = smoothstep(0,_DangerSteepness, planmag * _ScreenParams.y / unity_OrthoParams.y); // Loop over isolines, computing a pseudo distance field for a number of height values float spacing = _DepthRange / 20; for (int ih = 1; ih <= 21; ih++) { float isoline = abs(h + _StartDepth + (ih*spacing)); //float2 isograd = float2(ddx(isoline), ddy(isoline)); //float isomag = length(isograd); col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / planmag * _ScreenParams.y)) * lerp(_Color,_DangerColor,dangerblend) * blend; // Isoline } float angle = atan2(plan.y,plan.x) / 3.1415926536 + 1; float2 plannorm = normalize(plan); float2 plan2uv = IN.uv + float2(-plannorm.y * _MainTex_TexelSize.x, plannorm.x * _MainTex_TexelSize.y); float2 plan2 = calcGrad(plan2uv, -tex2D(_MainTex, plan2uv).r); float angle2 = atan2(plan2.y,plan2.x) / 3.1415926536 + 1; float angmag = abs(angle-angle2); angmag = min(angmag,0.025); //angmag = clamp(angmag,0.005,0.05); // Loop over isoangles for (float ia = 0.5; ia < 13; ia++) { float isoline = abs(angle - ia / 6.0);// ; //float2 isograd = float2(ddx_fine(isoline), ddy_fine(isoline)); //float isomag = min(length(isograd),0.025); // isomag is huge over atan2 boundary so clamp it to avoid false positives col += (1-smoothstep(_AngleWidth, _AngleWidth * _AngleFade, isoline / angmag * _ScreenParams.y)) * lerp(_AngleColor,_DangerColor,dangerblend) * blend; // Isoline } //return float4(1,0,0,1); return col; } ENDCG } } }