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115 行
3.0 KiB
115 行
3.0 KiB
Shader "Unlit/DepthGradient"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "black" {}
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_MinDistance ("Min Distance", Float) = 0.0
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_MaxDistance ("Max Distance", Float) = 8.0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Geometry"
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"RenderType" = "Opaque"
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"ForceNoShadowCasting" = "True"
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}
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Pass
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{
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Cull Off
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ZTest Always
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ZWrite Off
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Lighting Off
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LOD 100
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Tags
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{
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"LightMode" = "Always"
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#define real half
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#define real3 half3
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#define real4 half4
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#define TransformObjectToHClip UnityObjectToClipPos
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#define DECLARE_TEXTURE2D_FLOAT(texture) UNITY_DECLARE_TEX2D_FLOAT(texture)
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#define DECLARE_SAMPLER_FLOAT(sampler)
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#define SAMPLE_TEXTURE2D(texture,sampler,texcoord) UNITY_SAMPLE_TEX2D(texture,texcoord)
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struct appdata
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{
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float3 position : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct fragment_output
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{
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real4 color : SV_Target;
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};
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CBUFFER_START(DisplayRotationPerFrame)
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float4x4 _DisplayRotationPerFrame;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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o.position = TransformObjectToHClip(v.position);
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o.texcoord = mul(float3(v.texcoord, 1.0f), _DisplayRotationPerFrame).xy;
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return o;
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}
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real3 HSVtoRGB(real3 arg1)
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{
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real4 K = real4(1.0h, 2.0h / 3.0h, 1.0h / 3.0h, 3.0h);
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real3 P = abs(frac(arg1.xxx + K.xyz) * 6.0h - K.www);
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return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);
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}
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DECLARE_TEXTURE2D_FLOAT(_MainTex);
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DECLARE_SAMPLER_FLOAT(sampler_MainTex);
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real _MinDistance;
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real _MaxDistance;
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fragment_output frag (v2f i)
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{
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// Sample the environment depth (in meters).
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float envDistance = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
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real lerpFactor = (envDistance - _MinDistance) / (_MaxDistance - _MinDistance);
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real hue = lerp(0.70h, -0.15h, saturate(lerpFactor));
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if (hue < 0.0h)
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{
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hue += 1.0h;
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}
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real3 color = real3(hue, 0.9h, 0.6h);
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fragment_output o;
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o.color = real4(HSVtoRGB(color), 1.0h);
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return o;
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}
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ENDHLSL
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}
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}
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}
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