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Shopping_UnityVR/Assets/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightTarget.shader

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Shader "HighlightPlus/Geometry/Target" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_ZTest ("ZTest", Int) = 0
_TargetFXFrameData ("Frame Data (Width, Length, ShowCornersOnly)", Vector) = (0.1, 0.3, 0, 0)
_TargetFXRenderData ("Render Data (Normal, FadePower, CustomAltitude)", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent-1" "DisableBatching" = "True" }
Pass
{
Name "Target FX Decal"
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest [_ZTest]
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ HP_TARGET_FRAME HP_TARGET_INWARD_CORNERS HP_TARGET_CROSS
#pragma target 3.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
struct appdata
{
float3 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 positionCS : SV_POSITION;
float4 screenPos : TEXCOORD0;
float4 rayVS : TEXCOORD1;
float3 camPosVS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
float4 _TargetFXRenderData;
float4 _TargetFXFrameData;
CBUFFER_END
#define GROUND_NORMAL _TargetFXRenderData.xyz
#define FADE_POWER _TargetFXRenderData.w
#define FRAME_WIDTH _TargetFXFrameData.x
#define CORNER_LENGTH _TargetFXFrameData.y
#define FRAME_MIN_OPACITY _TargetFXFrameData.z
#define GROUND_MIN_ALTITUDE _TargetFXFrameData.w
v2f vert(appdata input)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
VertexPositionInputs vertexPositionInput = GetVertexPositionInputs(input.positionOS);
o.positionCS = vertexPositionInput.positionCS;
o.screenPos = ComputeScreenPos(o.positionCS);
float3 viewRay = vertexPositionInput.positionVS;
o.rayVS.w = viewRay.z;
float4x4 viewToObject = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
o.rayVS.xyz = mul((float3x3)viewToObject, -viewRay);
o.camPosVS = mul(viewToObject, float4(0,0,0,1)).xyz;
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float depth = SampleSceneDepth(i.screenPos.xy / i.screenPos.w);
float3 decalPos;
if(unity_OrthoParams.w) {
#if defined(UNITY_REVERSED_Z)
depth = 1.0 - depth;
#endif
float sceneDepthVS = lerp(_ProjectionParams.y, _ProjectionParams.z, depth);
float2 rayVSEnd = float2(unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2.0);
// Calculate correct ray origin on near plane for orthographic
float3 rayOrigin = float3(rayVSEnd, -_ProjectionParams.y);
float3 rayDirWS = mul((float3x3)UNITY_MATRIX_I_V, float3(0, 0, 1)); // Camera forward in world space
float3 rayOriginWS = mul(UNITY_MATRIX_I_V, float4(rayOrigin, 1)).xyz;
// Ground plane intersection
float t = (GROUND_MIN_ALTITUDE - rayOriginWS.y) / rayDirWS.y;
float3 hitPosWS = rayOriginWS + rayDirWS * t;
float3 hitPosVS = mul(UNITY_MATRIX_V, float4(hitPosWS, 1)).xyz;
sceneDepthVS = min(-hitPosVS.z, sceneDepthVS);
float4 posVS = float4(rayVSEnd, -sceneDepthVS, 1);
float3 wpos = mul(UNITY_MATRIX_I_V, posVS).xyz;
decalPos = mul(GetWorldToObjectMatrix(), float4(wpos, 1)).xyz;
} else {
float depthEye = LinearEyeDepth(depth, _ZBufferParams);
float3 rayDir = i.rayVS.xyz / i.rayVS.w;
float3 rayOrigin = i.camPosVS;
float t = (GROUND_MIN_ALTITUDE - rayOrigin.y) / rayDir.y;
depthEye = min(t, depthEye);
decalPos = rayOrigin + rayDir * depthEye;
}
clip(0.5 - abs(decalPos));
// check normal
float3 normal = normalize(cross(ddx(decalPos), -ddy(decalPos)));
float slope = dot(normal, GROUND_NORMAL);
clip(slope - 0.01);
float2 uv = decalPos.xz + 0.5;
half4 col;
#if HP_TARGET_FRAME
float2 d = abs(uv - 0.5);
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
#elif HP_TARGET_CROSS
uv = abs(0.5 - uv);
float2 d = abs(uv - 0.5);
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
#elif HP_TARGET_INWARD_CORNERS
float2 d = abs(uv - 0.5);
d = (1 - CORNER_LENGTH) - d;
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
#else
col = tex2D(_MainTex, uv) * _Color;
#endif
// atten with elevation
col.a /= 1.0 + pow(1.0 + max(0, decalPos.y - 0.1), FADE_POWER);
return col;
}
ENDHLSL
}
Pass
{
Name "Target FX"
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest [_ZTest]
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ HP_TARGET_FRAME HP_TARGET_INWARD_CORNERS HP_TARGET_CROSS
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
float4 _TargetFXFrameData;
#define FRAME_WIDTH _TargetFXFrameData.x
#define CORNER_LENGTH _TargetFXFrameData.y
#define FRAME_MIN_OPACITY _TargetFXFrameData.z
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
#if HP_TARGET_FRAME
float2 d = abs(uv - 0.5);
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
fixed4 col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
return col;
#elif HP_TARGET_CROSS
uv = abs(0.5 - uv);
float2 d = abs(uv - 0.5);
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
fixed4 col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
return col;
#elif HP_TARGET_INWARD_CORNERS
float2 d = abs(uv - 0.5);
d = (1 - CORNER_LENGTH) - d;
float dist = max(d.x, d.y);
float fw = fwidth(dist);
float frame = smoothstep(0.5 - FRAME_WIDTH - fw, 0.5 - FRAME_WIDTH, dist) *
smoothstep(0.5 + fw, 0.5, dist);
float cornerMask = step(0.5 - CORNER_LENGTH, d.x) * step(0.5 - CORNER_LENGTH, d.y);
frame *= cornerMask;
fixed4 col = _Color;
col.a *= frame;
col.a += FRAME_MIN_OPACITY;
col.a = saturate(col.a);
return col;
#else
return tex2D(_MainTex, uv) * _Color;
#endif
}
ENDCG
}
}
}