Shader "Aetheria/Influence" { Properties { _MainTex ("Influence Map", 2D) = "white" {} _Color1 ("Primary Color", Color) = (1,1,1,1) _Color2 ("Secondary Color", Color) = (1,1,1,1) _Threshold("Border Threshold", Float) = 0.05 _FillTiling("Fill Tiling", Float) = 50 _FillBorderBlend("Fill Border Blend", Float) = .05 _FillBlend("Fill Blend", Float) = .05 _PatternBlend("Pattern Blend", Float) = .05 _PatternOffset("Pattern Offset", Float) = .05 _FillAlpha("Fill Alpha", Float) = .5 _FillTilt("Fill Tilt", Range(0,3.14)) = 1 _Stroke("Stroke Weight", Float) = 2 _StrokeBlend("Stroke Blend", Float) = .05 _StrokeTransitionBlend("Stroke Transition Blend", Float) = .05 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; fixed4 _Color1; fixed4 _Color2; half _FillTiling; half _FillBlend; half _FillBorderBlend; half _FillAlpha; half _FillTilt; half _PatternBlend; half _PatternOffset; half _Threshold; half _Stroke; half _StrokeBlend; half _StrokeTransitionBlend; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // Sample influence texture float influence = tex2D(_MainTex, i.uv).r; // Calculate gradient and rate of change of influence float2 grad = float2(ddx(influence), ddy(influence)); float diff = length(grad); // Tilt determines the vector along which we measure the uv coordinate float2 patternDirection = float2(sin(_FillTilt), cos(_FillTilt)); // Repeat a sine wave along the pattern direction and smoothstep it to interpolate between the two pattern colors fixed4 pattern = lerp(_Color1, _Color2, smoothstep(-_PatternBlend, _PatternBlend, _PatternOffset + sin(dot(patternDirection, i.uv * _FillTiling)))); float4 col = pattern * smoothstep(_Threshold, _Threshold + _FillBorderBlend, influence) * smoothstep(_Threshold + _FillBlend, _Threshold, influence) * _FillAlpha; // Draw a line at the threshold float isoline = abs(influence - _Threshold) / diff; col = smoothstep(0,_Threshold, influence) * lerp(col, lerp(_Color1, _Color2, smoothstep(_StrokeTransitionBlend*diff, -_StrokeTransitionBlend*diff, influence - _Threshold)), smoothstep(_Stroke * (1 + _StrokeBlend), _Stroke, isoline)); return col; } ENDCG } } }