您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
84 行
1.8 KiB
84 行
1.8 KiB
Shader "Instanced/LineShaderProc" {
|
|
Properties
|
|
{
|
|
}
|
|
SubShader
|
|
{
|
|
Pass
|
|
{
|
|
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
|
|
|
|
ZWrite off
|
|
ZTest Always
|
|
Cull off
|
|
//Blend One One
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
CGPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
|
|
#pragma target 4.5
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
float4 scales; // scale (x,y)
|
|
|
|
struct instanceData
|
|
{
|
|
float4 position;
|
|
float4 color;
|
|
};
|
|
|
|
StructuredBuffer<instanceData> positionBuffer;
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 color : TEXCOORD3;
|
|
};
|
|
|
|
v2f vert(uint vid : SV_VertexID, uint instanceID : SV_InstanceID)
|
|
{
|
|
// We just draw a bunch of vertices but want to pretend to
|
|
// be drawing two-triangle quads. Build inst/vert id for this:
|
|
int instID = vid / 6.0;
|
|
int vertID = vid - instID * 6;
|
|
|
|
// Generates (0,0) (1,0) (1,1) (1,1) (0,1) (0,0) from vertID
|
|
float4 v_pos = saturate(float4(2 - abs(vertID - 2), 2 - abs(vertID - 3), 0, 0));
|
|
|
|
// Center around y
|
|
v_pos.x -= 0.5;
|
|
|
|
// Read instance data
|
|
float4 pos = positionBuffer[instID].position;
|
|
float4 color = positionBuffer[instID].color;
|
|
|
|
// Generate position
|
|
float2 dir = pos.zw - pos.xy;
|
|
float2 pdir = normalize(float2(-dir.y, dir.x));
|
|
float2 p = (pos.xy + dir*v_pos.y)*scales.xy + pdir * 3.0 * v_pos.x * scales.zw;
|
|
p = float2(-1, -1) + p * 2.0;
|
|
|
|
// Need to flip this for HD pipe for some reason
|
|
p.y *= -1;
|
|
|
|
v2f o;
|
|
o.pos = float4(p.xy, 1, 1);
|
|
o.color = color;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
float4 albedo = float4(1,1,1,1);
|
|
fixed4 output = albedo * float4(i.color.rgb, 1);
|
|
return output;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|