ArabDesert/Assets/USharpVideo/Examples/Shaders/FloorGrid.shader

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Shader "Merlin/World/FloorGrid"
{
Properties
{
_Tiling("Tiling", Float) = 1.0
_GridThickness("Grid Thickness", Range(0, 1)) = 0.1
_FadeDistance("Fade Distance", Float) = 1.0
[HDR]_GridColor("Grid Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque"
"Queue"="Transparent" }
LOD 100
Blend SrcAlpha One
BlendOp Add
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
};
float _Tiling;
float _GridThickness;
float _FadeDistance;
float4 _GridColor;
float3 WorldHeadPosition()
{
#if defined(USING_STEREO_MATRICES)
return (unity_StereoWorldSpaceCameraPos[0] + unity_StereoWorldSpaceCameraPos[1]) * 0.5;
#else
return _WorldSpaceCameraPos;
#endif
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 gridFrac = frac(i.worldPos.xz * _Tiling + _GridThickness * 0.5);
float2 gridDistance = 1 - gridFrac;
float gridAmount = max(gridDistance.x, gridDistance.y) > (1 - _GridThickness) ? 1 : 0;
float distanceFromHead = length(WorldHeadPosition().xz - i.worldPos.xz);
float fadeAmount = saturate(_FadeDistance - distanceFromHead);
fadeAmount *= fadeAmount * fadeAmount;
fadeAmount = smoothstep(1, .1, 1 - fadeAmount);
return float4(1, 1, 1, gridAmount * fadeAmount) * _GridColor;
}
ENDCG
}
}
}