/* 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 "UI/Isolines" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _DetailTex ("Detail Texture", 2D) = "white" {} // _TintTex ("Tint Texture", 2D) = "black" {} // _TintIntensity("Tint Intensity", Float) = 1 // _TintExponent("Tint Exponent", Float) = 1 [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 // _Angle2Width("Angle 2 Width", Float) = .1 // _Angle2Fade("Angle 2 Fade", Float) = .1 _DangerSteepness("Danger Steepness", Float) = .1 _Scale("Scale", Float) = 1 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [Toggle(SCREEN_SPACE)] _UseScreenSpace ("Screen Space Detail Texture", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_ALPHACLIP #pragma shader_feature SCREEN_SPACE struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SCREEN_SPACE float4 screenPos : TEXCOORD1; #endif //float2 detailtexcoord : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _TintTex; sampler2D _DetailTex; float4 _DetailTex_ST; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _DetailTex_TexelSize; fixed4 _Color; fixed4 _AngleColor; fixed4 _DangerColor; float _TintIntensity; float _TintExponent; float _StartDepth; float _DepthRange; float _LineWidth; float _LineFade; float _AngleWidth; float _AngleFade; // float _Angle2Width; // float _Angle2Fade; float _DangerSteepness; float _Scale; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); #ifdef SCREEN_SPACE OUT.screenPos = ComputeScreenPos( OUT.vertex ); #endif //OUT.detailtexcoord = TRANSFORM_TEX(OUT.worldPosition.xy, _MainTex); OUT.color = v.color * _Color; return OUT; } // Sample heightmap texture to find the gradient of the distance field float2 calcGrad (float2 uv, float me) { float n = -tex2D(_DetailTex, float2(uv.x, uv.y + _DetailTex_TexelSize.y)).x; float e = -tex2D(_DetailTex, float2(uv.x + _DetailTex_TexelSize.x, uv.y)).x; return float2(e-me,n-me); } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); #ifdef SCREEN_SPACE float2 q = IN.screenPos.xy / IN.screenPos.w; #else float2 q = IN.texcoord; #endif float height = -tex2D(_DetailTex, q).r; //half4 c = tex2D(_TintTex, q); float4 col = float4(0,0,0,0); float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -height); // Calculate the direction in which the surface is facing // Can replace with float2(ddx_fine(h),ddy_fine(h)) for more speed but lower quality float2 plan = calcGrad(q, height); float slope = length(plan); float dangerblend = smoothstep(0,_DangerSteepness, pow(slope / _Scale, 2)); half4 linecol = lerp(_Color,_DangerColor,dangerblend) * blend; // Loop over isolines to sum their color contribution, // Computing a distance field for a number of height values float spacing = _DepthRange / 20; for (int ih = 1; ih <= 21; ih++) { float isoline = abs(height + _StartDepth + (ih*spacing)); col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / slope)) * linecol; // Isoline } float angle = atan2(plan.y,plan.x) / 3.1415926536 + 1; // float2 plannorm = normalize(plan); // float2 plan2uv = q + float2(-plannorm.y * _DetailTex_TexelSize.x * 2, plannorm.x * _DetailTex_TexelSize.y * 2); // float2 plan2 = calcGrad(plan2uv, -tex2D(_DetailTex, plan2uv).r); // float angle2 = atan2(plan2.y,plan2.x) / 3.1415926536 + 1; // float angmag = abs(angle-angle2); // angmag = min(angmag,0.025); half4 angcol = blend * (slope / _Scale) * (lerp(_AngleColor, _DangerColor, dangerblend)); // + pow(c,_TintExponent) * _TintIntensity // Loop over angle isolines for (float ia = 0.5; ia < 13; ia++) { float isoline = abs(angle - ia / 6.0); float l = 1-smoothstep(_AngleWidth, _AngleWidth * _AngleFade, isoline); l *= smoothstep(-_StartDepth - _DepthRange, -_StartDepth, height); col += l * angcol; // col += (1-smoothstep(_Angle2Width, _Angle2Width * _Angle2Fade, isoline / angmag)) * _AngleColor * blend; // Isoline } #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color * col; } ENDCG } } }