Added elements to the sector map that visualizes each corporation's territorial influence
113 lines
3.9 KiB
Text
113 lines
3.9 KiB
Text
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;
|
|
}
|
|
|
|
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 i) : SV_Target
|
|
{
|
|
// Sample influence texture
|
|
float influence = tex2D(_MainTex, i.uv).r;
|
|
|
|
// Calculate gradient and rate of change of influence
|
|
//float2 grad = calcGrad(i.uv, influence);
|
|
//float diff = length(grad);
|
|
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
|
|
}
|
|
}
|
|
}
|