108 lines
4.2 KiB
Plaintext
108 lines
4.2 KiB
Plaintext
|
Shader "GridFull/infTutorialDouble"
|
|||
|
{
|
|||
|
Properties
|
|||
|
{
|
|||
|
//_PlaneLevel("High",float) = 0
|
|||
|
}
|
|||
|
SubShader
|
|||
|
{
|
|||
|
Tags{
|
|||
|
"RenderPipeline"="UniversalRenderPipeline"
|
|||
|
"RenderType"="Transparent"
|
|||
|
"IgnoreProjector"="True"
|
|||
|
"Queue"="Transparent"
|
|||
|
}
|
|||
|
Pass
|
|||
|
{
|
|||
|
Blend SrcAlpha OneMinusSrcAlpha
|
|||
|
ZWrite Off
|
|||
|
Cull off
|
|||
|
HLSLPROGRAM
|
|||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|||
|
#pragma vertex vert
|
|||
|
#pragma fragment frag
|
|||
|
|
|||
|
//float _PlaneLevel;
|
|||
|
|
|||
|
struct Attributes
|
|||
|
{
|
|||
|
float4 positionOS : POSITION;
|
|||
|
float2 uv : TEXCOORD0;
|
|||
|
};
|
|||
|
struct Varings
|
|||
|
{
|
|||
|
float4 positionCS : SV_POSITION;
|
|||
|
float3 nearPoint : TEXCOORD0;
|
|||
|
float3 farPoint : TEXCOORD1;
|
|||
|
};
|
|||
|
float3 TransformHClipToWorld(float3 positionCS, float4x4 inv_VP)
|
|||
|
{
|
|||
|
float4 unprojectedPoint = mul(inv_VP, float4(positionCS, 1.0));
|
|||
|
return unprojectedPoint.xyz / unprojectedPoint.w;
|
|||
|
}
|
|||
|
Varings vert(Attributes input)
|
|||
|
{
|
|||
|
//此shader专用于quad mesh
|
|||
|
//所以使用4个顶点的uv值进行变换 作为 裁切空间的坐标
|
|||
|
//保证这是一个覆盖全屏幕的渲染
|
|||
|
Varings o;
|
|||
|
float2 uv = input.uv * 2.0 - 1.0;
|
|||
|
//默认情况下,Zndc = 1是远平面
|
|||
|
half farPlane = 1;
|
|||
|
half nearPlane = 0;
|
|||
|
|
|||
|
#if defined(UNITY_REVERSED_Z)
|
|||
|
//有时候会反转z
|
|||
|
farPlane = 1 - farPlane;
|
|||
|
nearPlane = 1 - nearPlane;
|
|||
|
#endif
|
|||
|
|
|||
|
float4 position = float4(uv, farPlane, 1);
|
|||
|
float3 nearPoint = TransformHClipToWorld(float3(position.xy, nearPlane), UNITY_MATRIX_I_VP);
|
|||
|
float3 farPoint = TransformHClipToWorld(float3(position.xy, farPlane), UNITY_MATRIX_I_VP);
|
|||
|
o.positionCS = position;
|
|||
|
o.nearPoint = nearPoint;
|
|||
|
o.farPoint = farPoint;
|
|||
|
return o;
|
|||
|
}
|
|||
|
float computeViewZ(float3 pos) {
|
|||
|
float4 clip_space_pos = mul(UNITY_MATRIX_VP, float4(pos.xyz, 1.0));
|
|||
|
float viewZ = clip_space_pos.w; //根据projection矩阵定义,positionCS.w = viewZ
|
|||
|
return viewZ;
|
|||
|
}
|
|||
|
half Grid(float2 uv){
|
|||
|
float2 derivative = fwidth(uv);
|
|||
|
uv = frac(uv - 0.5); //中心对齐
|
|||
|
uv = abs(uv - 0.5);
|
|||
|
uv = uv / derivative;
|
|||
|
float min_value = min(uv.x, uv.y);
|
|||
|
half grid = 1.0 - min(min_value, 1.0);
|
|||
|
return grid;
|
|||
|
}
|
|||
|
half4 frag(Varings input) : SV_TARGET{
|
|||
|
//计算地平面
|
|||
|
float t = -input.nearPoint.y / (input.farPoint.y - input.nearPoint.y);
|
|||
|
//float3 positionWS = input.nearPoint + t * (input.farPoint - input.nearPoint);
|
|||
|
//half ground = step(_PlaneLevel, t);
|
|||
|
float3 positionWS = input.nearPoint + t * (input.farPoint - input.nearPoint);
|
|||
|
half ground = step(-0.05, t);
|
|||
|
|
|||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|||
|
float fromOrigin = abs(cameraPos.y);
|
|||
|
|
|||
|
float viewZ = computeViewZ(positionWS);
|
|||
|
float2 uv = positionWS.xz;
|
|||
|
//计算grid
|
|||
|
float fading = max(0.0, 1.0 - viewZ / 150);
|
|||
|
half smallGrid = Grid(uv) * lerp(1, 0, min(1.0, fromOrigin / 100));
|
|||
|
half middleGrid = Grid(uv * 0.1) * lerp(1, 0, min(1.0, fromOrigin / 300));
|
|||
|
half largeGrid = Grid(uv * 0.01) * lerp(1, 0, min(1.0, fromOrigin / 800));
|
|||
|
|
|||
|
//合并计算
|
|||
|
half grid = smallGrid + middleGrid + largeGrid;
|
|||
|
return half4(0.5, 0.5, 0.5 ,ground * grid * fading * 0.5); //顺便改色减淡一下
|
|||
|
}
|
|||
|
ENDHLSL
|
|||
|
}
|
|||
|
}
|
|||
|
}
|