120 lines
3.1 KiB
GLSL
120 lines
3.1 KiB
GLSL
//======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
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///
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/// Basic wireframe shader that can be used for rendering spatial mapping meshes.
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///
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Shader "Custom/Spatial Mapping/ GeometryWireframe"
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{
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Properties
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{
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_WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
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_WireThickness("Wire thickness", Range(0, 800)) = 100
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma geometry geom
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#pragma fragment frag
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#pragma target 5.0
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#pragma only_renderers d3d11
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#include "UnityCG.cginc"
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float4 _WireColor;
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float _WireThickness;
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// Based on approach described in Shader-Based Wireframe Drawing (2008)
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// http://orbit.dtu.dk/en/publications/id(13e2122d-bec7-48de-beca-03ce6ea1c3f1).html
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struct v2g
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{
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float4 viewPos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2g vert(appdata_base v)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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v2g o;
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o.viewPos = UnityObjectToClipPos(v.vertex);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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return o;
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}
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// inverseW is to counteract the effect of perspective-correct interpolation so that the lines
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// look the same thickness regardless of their depth in the scene.
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struct g2f
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{
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float4 viewPos : SV_POSITION;
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float inverseW : TEXCOORD0;
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float3 dist : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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[maxvertexcount(3)]
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void geom(triangle v2g i[3], inout TriangleStream<g2f> triStream)
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{
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// Calculate the vectors that define the triangle from the input points.
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float2 point0 = i[0].viewPos.xy / i[0].viewPos.w;
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float2 point1 = i[1].viewPos.xy / i[1].viewPos.w;
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float2 point2 = i[2].viewPos.xy / i[2].viewPos.w;
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// Calculate the area of the triangle.
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float2 vector0 = point2 - point1;
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float2 vector1 = point2 - point0;
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float2 vector2 = point1 - point0;
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float area = abs(vector1.x * vector2.y - vector1.y * vector2.x);
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float3 distScale[3];
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distScale[0] = float3(area / length(vector0), 0, 0);
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distScale[1] = float3(0, area / length(vector1), 0);
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distScale[2] = float3(0, 0, area / length(vector2));
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float wireScale = 800 - _WireThickness;
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// Output each original vertex with its distance to the opposing line defined
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// by the other two vertices.
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g2f o;
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[unroll]
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for (uint idx = 0; idx < 3; ++idx)
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{
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o.viewPos = i[idx].viewPos;
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o.inverseW = 1.0 / o.viewPos.w;
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o.dist = distScale[idx] * o.viewPos.w * wireScale;
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UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[idx], o);
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triStream.Append(o);
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}
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}
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void frag(g2f i, out half4 outColor : SV_Target)
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{
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// Calculate minimum distance to one of the triangle lines, making sure to correct
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// for perspective-correct interpolation.
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float dist = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.inverseW;
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// Make the intensity of the line very bright along the triangle edges but fall-off very
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// quickly.
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float I = exp2(-2 * dist * dist / 10);
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// Fade out the alpha but not the color so we don't get any weird halo effects from
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// a fade to a different color.
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float4 color = I*_WireColor;
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color.a = I;
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outColor = color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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