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2025-05-07 15:07:44 +08:00

46 lines
1.3 KiB
HLSL

// Shapes © Freya Holmér - https://twitter.com/FreyaHolmer/
// Website & Documentation - https://acegikmo.com/shapes/
#include "UnityCG.cginc"
#include "../Shapes.cginc"
#pragma target 3.0
UNITY_INSTANCING_BUFFER_START(Props)
PROP_DEF(half4, _Color)
PROP_DEF(half, _Radius)
PROP_DEF(int, _RadiusSpace)
UNITY_INSTANCING_BUFFER_END(Props)
struct VertexInput {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
half pxCoverage : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v) {
UNITY_SETUP_INSTANCE_ID(v);
VertexOutput o = (VertexOutput)0;
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half radiusTarget = PROP(_Radius);
int radiusSpace = PROP(_RadiusSpace);
LineWidthData widthData = GetScreenSpaceWidthDataSimple( OBJ_ORIGIN, CAM_RIGHT, radiusTarget * 2, radiusSpace );
o.pxCoverage = widthData.thicknessPixelsTarget;
half radius = widthData.thicknessMeters * 0.5;
half3 localPos = v.vertex.xyz * radius;
o.pos = LocalToClipPos( localPos );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
FRAG_OUTPUT_V4 frag( VertexOutput i ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
half4 color = PROP(_Color);
return SHAPES_OUTPUT( color, saturate(i.pxCoverage), i );
}