Aetheria/Assets/Shaders/InfluenceUI.shader
Reinier Vens 2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00

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/* 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/Influence"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_DetailTex ("Influence Texture", 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
_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_CLIP_RECT
#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 _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_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;
return OUT;
}
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
// Sample influence texture
float influence = tex2D(_DetailTex, q).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, q * _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));
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color * col;
}
ENDCG
}
}
}