146 lines
3.1 KiB
GLSL
146 lines
3.1 KiB
GLSL
/*
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Original file :
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Storage for distribution - phi16
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https://github.com/phi16/VRC_storage
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rounded_trail.unitypackage
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LICENSE : CC0
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*/
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// 2020-04-16 seeing vertex color.
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// 2019-09-26 customized for QvPen v2.
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// 2019-09-09 customized for QvPen.
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Shader "QvPen/rounded_trail_for_qv_pen"
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{
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Properties
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{
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_Width ("Width", Float) = 0.005
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_NearClipDistance ("Near Clip Distance", Float) = 0.1
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_FarClipDistance ("Far Clip Distance", Float) = 100.0
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}
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SubShader
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{
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LOD 100
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Cull 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 geometry geom
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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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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2g
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct g2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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float d : TEXCOORD1;
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};
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float _Width;
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float _NearClipDistance;
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float _FarClipDistance;
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v2g vert (appdata v)
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{
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v2g o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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o.color = v.color;
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return o;
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}
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[maxvertexcount(10)]
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void geom(triangle v2g IN[3], inout TriangleStream<g2f> stream) {
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float dist = length(_WorldSpaceCameraPos - mul(unity_ObjectToWorld, IN[0].vertex));
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if(dist < _NearClipDistance || dist > _FarClipDistance)
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return;
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if(IN[0].uv.x + IN[2].uv.x > IN[1].uv.x * 2)
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return;
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g2f o;
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o.uv = 0;
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o.color = IN[0].color;
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float4 p = UnityObjectToClipPos(IN[0].vertex);
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float4 q = UnityObjectToClipPos(IN[1].vertex);
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float2 d = p.xy / p.w - q.xy / q.w;
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float aspectRatio = -_ScreenParams.y / _ScreenParams.x;
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d.x /= aspectRatio;
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o.d = length(d);
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if(length(d) < 0.000001) d = float2(1, 0);
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else d = normalize(d);
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float2 w = _Width;
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w *= float2(aspectRatio, -1);
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w *= unity_CameraProjection._m11 / 1.732;
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float4 n = {d.yx, 0, 0};
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n.xy *= w;
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o.d = 0;
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o.vertex = p + n;
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stream.Append(o);
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o.vertex = p - n;
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stream.Append(o);
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o.vertex = q + n;
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stream.Append(o);
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o.vertex = q - n;
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stream.Append(o);
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stream.RestartStrip();
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o.d = 1;
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w *= 2;
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if(IN[1].uv.x >= 0.999999) {
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n.xy = (o.uv = float2(0, 1)) * w;
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o.vertex = q + n;
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stream.Append(o);
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n.xy = (o.uv = float2(-0.866, -0.5)) * w;
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o.vertex = q + n;
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stream.Append(o);
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n.xy = (o.uv = float2(0.866, -0.5)) * w;
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o.vertex = q + n;
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stream.Append(o);
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stream.RestartStrip();
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}
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n.xy = (o.uv = float2(0, 1)) * w;
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o.vertex = p + n;
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stream.Append(o);
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n.xy = (o.uv = float2(-0.866, -0.5)) * w;
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o.vertex = p + n;
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stream.Append(o);
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n.xy = (o.uv = float2(0.866, -0.5)) * w;
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o.vertex = p + n;
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stream.Append(o);
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stream.RestartStrip();
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}
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fixed4 frag (g2f i) : SV_Target
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{
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float l = length(i.uv);
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clip(0.5 - min(i.d, l));
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return float4(i.color.rgb, 1);
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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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