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| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| Shader "VR/SpatialMapping/Wireframe" | |
| { | |
| Properties | |
| { | |
| _WireThickness ("Wire Thickness", RANGE(0, 800)) = 100 | |
| } | |
| SubShader | |
| { | |
| // Each color represents a meter. | |
| Tags { "RenderType"="Opaque" } | |
| Pass | |
| { | |
| // Wireframe shader based on the the following | |
| // http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma geometry geom | |
| #pragma fragment frag | |
| #include "UnityCG.cginc" | |
| float _WireThickness; | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| }; | |
| struct v2g | |
| { | |
| float4 projectionSpaceVertex : SV_POSITION; | |
| float4 worldSpacePosition : TEXCOORD1; | |
| UNITY_VERTEX_OUTPUT_STEREO_EYE_INDEX | |
| }; | |
| struct g2f | |
| { | |
| float4 projectionSpaceVertex : SV_POSITION; | |
| float4 worldSpacePosition : TEXCOORD0; | |
| float4 dist : TEXCOORD1; | |
| UNITY_VERTEX_OUTPUT_STEREO | |
| }; | |
| v2g vert (appdata v) | |
| { | |
| v2g o; | |
| UNITY_SETUP_INSTANCE_ID(v); | |
| UNITY_INITIALIZE_OUTPUT_STEREO_EYE_INDEX(o); | |
| o.projectionSpaceVertex = UnityObjectToClipPos(v.vertex); | |
| o.worldSpacePosition = mul(unity_ObjectToWorld, v.vertex); | |
| return o; | |
| } | |
| [maxvertexcount(3)] | |
| void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream) | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i[0]); | |
| float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w; | |
| float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w; | |
| float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w; | |
| float2 edge0 = p2 - p1; | |
| float2 edge1 = p2 - p0; | |
| float2 edge2 = p1 - p0; | |
| // To find the distance to the opposite edge, we take the | |
| // formula for finding the area of a triangle Area = Base/2 * Height, | |
| // and solve for the Height = (Area * 2)/Base. | |
| // We can get the area of a triangle by taking its cross product | |
| // divided by 2. However we can avoid dividing our area/base by 2 | |
| // since our cross product will already be double our area. | |
| float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); | |
| float wireThickness = 800 - _WireThickness; | |
| g2f o; | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
| o.worldSpacePosition = i[0].worldSpacePosition; | |
| o.projectionSpaceVertex = i[0].projectionSpaceVertex; | |
| o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness; | |
| o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
| triangleStream.Append(o); | |
| o.worldSpacePosition = i[1].worldSpacePosition; | |
| o.projectionSpaceVertex = i[1].projectionSpaceVertex; | |
| o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness; | |
| o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
| triangleStream.Append(o); | |
| o.worldSpacePosition = i[2].worldSpacePosition; | |
| o.projectionSpaceVertex = i[2].projectionSpaceVertex; | |
| o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness; | |
| o.dist.w = 1.0 / o.projectionSpaceVertex.w; | |
| triangleStream.Append(o); | |
| } | |
| fixed4 frag (g2f i) : SV_Target | |
| { | |
| float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3]; | |
| // Early out if we know we are not on a line segment. | |
| if(minDistanceToEdge > 0.9) | |
| { | |
| return fixed4(0,0,0,0); | |
| } | |
| // Smooth our line out | |
| float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge); | |
| const fixed4 colors[11] = { | |
| fixed4(1.0, 1.0, 1.0, 1.0), // White | |
| fixed4(1.0, 0.0, 0.0, 1.0), // Red | |
| fixed4(0.0, 1.0, 0.0, 1.0), // Green | |
| fixed4(0.0, 0.0, 1.0, 1.0), // Blue | |
| fixed4(1.0, 1.0, 0.0, 1.0), // Yellow | |
| fixed4(0.0, 1.0, 1.0, 1.0), // Cyan/Aqua | |
| fixed4(1.0, 0.0, 1.0, 1.0), // Magenta | |
| fixed4(0.5, 0.0, 0.0, 1.0), // Maroon | |
| fixed4(0.0, 0.5, 0.5, 1.0), // Teal | |
| fixed4(1.0, 0.65, 0.0, 1.0), // Orange | |
| fixed4(1.0, 1.0, 1.0, 1.0) // White | |
| }; | |
| float cameraToVertexDistance = length(_WorldSpaceCameraPos - i.worldSpacePosition); | |
| int index = clamp(floor(cameraToVertexDistance), 0, 10); | |
| fixed4 wireColor = colors[index]; | |
| fixed4 finalColor = lerp(float4(0,0,0,1), wireColor, t); | |
| finalColor.a = t; | |
| return finalColor; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |