Looking-Glass/Assets/VRTemplateAssets/Shaders/Grid.shader
2024-02-02 12:54:47 +01:00

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Shader "Unlit/Grid"
{
Properties
{
_GridColour ("Grid Colour", color) = (1, 1, 1, 1)
_BaseColour ("Base Colour", color) = (1, 1, 1, 0)
_GridSpacing ("Grid Spacing", float) = 1
_LineThickness ("Line Thickness", float) = .1
_ODistance ("Start Transparency Distance", float) = 5
_TDistance ("Full Transparency Distance", float) = 10
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _GridColour;
fixed4 _BaseColour;
float _GridSpacing;
float _LineThickness;
float _ODistance;
float _TDistance;
v2f vert (appdata_full v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = o.worldPos.xz / _GridSpacing;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 wrapped = frac(i.uv) - 0.5f;
float2 range = abs(wrapped);
float2 speeds;
speeds = fwidth(i.uv);
float2 pixelRange = range/speeds;
float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
half4 param = lerp(_GridColour, _BaseColour, lineWeight);
//distance falloff
half3 viewDirW = _WorldSpaceCameraPos - i.worldPos;
half viewDist = length(viewDirW);
half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) );
param.a *= (1.0f - falloff);
return param;
}
ENDCG
}
}
}