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