Files
Northbound/Assets/FlatKit/Demos/[Demo] Desert/Shaders/CircleDecal.shader
2026-01-25 11:27:33 +09:00

156 lines
5.7 KiB
GLSL

Shader "FlatKit/Demos/Circle Decal"
{
Properties
{
[MainColor][HDR]_Color("_Color (default = 1,1,1,1)", Color) = (1,1,1,1)
[Space]
[Enum(UnityEngine.Rendering.BlendMode)]_DecalSrcBlend("Src Blend", Int) = 5 // 5 = SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)]_DecalDstBlend("Dst Blend", Int) = 10 // 10 = OneMinusSrcAlpha
[Space]
[Toggle(_ProjectionAngleDiscardEnable)] _ProjectionAngleDiscardEnable("Angle Discard Enable", float) = 0
_ProjectionAngleDiscardThreshold(" Threshold", range(-1,1)) = 0
[Space]
_StencilRef("Stencil Reference", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Compare", Float) = 0 //0 = disable
[Space]
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("Depth Test", Float) = 0 //0 = disable
[Space]
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 1 //1 = Front
}
SubShader
{
Tags
{
"RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True"
}
Pass
{
Stencil
{
Ref[_StencilRef]
Comp[_StencilComp]
}
Cull[_Cull]
ZTest[_ZTest]
ZWrite off
Blend[_DecalSrcBlend][_DecalDstBlend]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
// due to using ddx() & ddy()
#pragma target 3.0
#pragma shader_feature_local_fragment _ProjectionAngleDiscardEnable
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata {
float3 positionOS : POSITION;
};
struct v2f {
float4 positionCS : SV_POSITION;
float4 screenPos : TEXCOORD0;
float4 viewRayOS : TEXCOORD1; // xyz: viewRayOS, w: extra copy of positionVS.z
float4 cameraPosOSAndFogFactor : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _ProjectionAngleDiscardThreshold;
half4 _Color;
half2 _AlphaRemap;
half _MulAlphaToRGB;
CBUFFER_END
v2f vert(appdata input) {
v2f o;
VertexPositionInputs vertexPositionInput = GetVertexPositionInputs(input.positionOS);
o.positionCS = vertexPositionInput.positionCS;
#if _UnityFogEnable
o.cameraPosOSAndFogFactor.a = ComputeFogFactor(o.positionCS.z);
#else
o.cameraPosOSAndFogFactor.a = 0;
#endif
o.screenPos = ComputeScreenPos(o.positionCS);
float3 viewRay = vertexPositionInput.positionVS;
o.viewRayOS.w = viewRay.z;
viewRay *= -1;
float4x4 ViewToObjectMatrix = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, viewRay);
o.cameraPosOSAndFogFactor.xyz = mul(ViewToObjectMatrix, float4(0, 0, 0, 1)).xyz;
return o;
}
// copied from URP12.1.2's ShaderVariablesFunctions.hlsl
#if SHADER_LIBRARY_VERSION_MAJOR < 12
float LinearDepthToEyeDepth(float rawDepth)
{
#if UNITY_REVERSED_Z
return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#else
return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#endif
}
#endif
half4 frag(v2f i) : SV_Target {
i.viewRayOS.xyz /= i.viewRayOS.w;
float2 screenSpaceUV = i.screenPos.xy / i.screenPos.w;
float sceneRawDepth = tex2D(_CameraDepthTexture, screenSpaceUV).r;
float3 decalSpaceScenePos;
if (unity_OrthoParams.w) {
float sceneDepthVS = LinearDepthToEyeDepth(sceneRawDepth);
float2 viewRayEndPosVS_xy = float2(
unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2 /* to clip space */);
float4 vposOrtho = float4(viewRayEndPosVS_xy, -sceneDepthVS, 1); // view space pos
float3 wposOrtho = mul(UNITY_MATRIX_I_V, vposOrtho).xyz; // view space to world space
decalSpaceScenePos = mul(GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz;
} else {
float sceneDepthVS = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
decalSpaceScenePos = i.cameraPosOSAndFogFactor.xyz + i.viewRayOS.xyz * sceneDepthVS;
}
float2 decalSpaceUV = decalSpaceScenePos.xy + 0.5;
float shouldClip = 0;
#if _ProjectionAngleDiscardEnable
float3 decalSpaceHardNormal = normalize(cross(ddx(decalSpaceScenePos), ddy(decalSpaceScenePos)));
shouldClip = decalSpaceHardNormal.z > _ProjectionAngleDiscardThreshold ? 0 : 1;
#endif
clip(0.5 - abs(decalSpaceScenePos) - shouldClip);
float4 col = 1;
col.a = smoothstep(0, 0.01, 1 - length(decalSpaceUV - 0.5) * 2);
col *= _Color;
col.rgb = MixFog(col.rgb, i.cameraPosOSAndFogFactor.a);
return col;
}
ENDHLSL
}
}
}