129 lines
3.8 KiB
Plaintext
129 lines
3.8 KiB
Plaintext
Shader "HighlightPlus/Geometry/ComposeGlow" {
|
|
Properties {
|
|
_MainTex ("Texture", Any) = "black" {}
|
|
_Color ("Color", Color) = (1,1,1)
|
|
[HideInInspector] _Cull ("Cull Mode", Int) = 2
|
|
[HideInInspector] _ZTest ("ZTest Mode", Int) = 0
|
|
[HideInInspector] _Flip("Flip", Vector) = (0, 1, 0)
|
|
[HideInInspector] _BlendSrc("Blend Src", Int) = 1
|
|
[HideInInspector] _BlendDst("Blend Dst", Int) = 1
|
|
_Debug("Debug Color", Color) = (0,0,0,0)
|
|
[HideInInspector] _GlowStencilComp ("Stencil Comp", Int) = 6
|
|
_Padding("Padding", Float) = 0
|
|
[HideInInspector] _Pixelation("Pixelation", Int) = 0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching" = "True" }
|
|
Blend [_BlendSrc] [_BlendDst]
|
|
BlendOp Add
|
|
|
|
// Compose effect on camera target
|
|
Pass
|
|
{
|
|
Name "Compose Glow"
|
|
ZWrite Off
|
|
ZTest Always // [_ZTest]
|
|
Cull Off //[_Cull]
|
|
Stencil {
|
|
Ref 2
|
|
Comp [_GlowStencilComp]
|
|
Pass keep
|
|
ReadMask 2
|
|
WriteMask 2
|
|
}
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_local _ HP_MASK_CUTOUT
|
|
#pragma multi_compile_local _ HP_ALL_EDGES
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
|
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal);
|
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT);
|
|
float4 _HPSourceRT_TexelSize;
|
|
|
|
fixed4 _Color;
|
|
float3 _Flip;
|
|
fixed4 _Debug;
|
|
half _Padding;
|
|
int _Pixelation;
|
|
|
|
#if HP_ALL_EDGES
|
|
#define OUTLINE_SOURCE outline.g
|
|
#else
|
|
#define OUTLINE_SOURCE outline.r
|
|
#endif
|
|
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos: SV_POSITION;
|
|
float4 scrPos: TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.scrPos = ComputeScreenPos(o.pos);
|
|
o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(i);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
|
|
|
float2 uv = i.scrPos.xy/i.scrPos.w;
|
|
|
|
if (_Pixelation > 1) {
|
|
float2 pixel_uv = uv * _HPSourceRT_TexelSize.zw;
|
|
pixel_uv = (floor(pixel_uv / _Pixelation) + 0.5) * _Pixelation;
|
|
uv = pixel_uv * _HPSourceRT_TexelSize.xy;
|
|
}
|
|
|
|
fixed glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal, uv).r;
|
|
|
|
#if HP_MASK_CUTOUT
|
|
fixed maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy).r;
|
|
fixed maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy).r;
|
|
fixed maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy).r;
|
|
fixed maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy).r;
|
|
glow *= maskN == 0 || maskS == 0 || maskW == 0 || maskE == 0;
|
|
#endif
|
|
|
|
fixed4 color = _Color;
|
|
|
|
// read padding from outline
|
|
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv);
|
|
glow = step(OUTLINE_SOURCE, _Padding) * glow / _Padding;
|
|
|
|
color.a *= glow;
|
|
|
|
color.a = saturate(color.a);
|
|
color = lerp(color, _Debug, 1.0 - color.a);
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
}
|
|
} |