0.30.0
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return 1 - saturate(lerp(w2, w1, diameter));
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void WireframeShaderCalculateTriangleMass(float3 vertex1, float3 vertex2, float3 vertex3, out float3 mass1, out float3 mass2, out float3 mass3)
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{
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#if defined(WIREFRAME_NORMALIZE_EDGES_ON)
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||||
float d1 = distance(vertex1, vertex2);
|
||||
float d2 = distance(vertex2, vertex3);
|
||||
float d3 = distance(vertex3, vertex1);
|
||||
|
||||
float4 b = float4(0,
|
||||
WireframeShaderDistanceToEdge(vertex3, vertex1, vertex2) / d1,
|
||||
WireframeShaderDistanceToEdge(vertex1, vertex2, vertex3) / d2,
|
||||
WireframeShaderDistanceToEdge(vertex2, vertex1, vertex3) / d3);
|
||||
b /= min(b.y, min(b.z, b.w));
|
||||
|
||||
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||||
mass1 = b.xzx;
|
||||
mass2 = b.xxw;
|
||||
mass3 = b.yxx;
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||||
#ifdef WIREFRAME_TRY_QUAD_ON
|
||||
|
||||
mass1.x = ((d1 > d2) && (d1 > d3)) ? 10000 : 0;
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||||
mass1.z = ((d3 >= d1) && (d3 > d2)) ? 10000 : 0;
|
||||
mass2.y = ((d2 >= d1) && (d2 >= d3)) ? 10000 : 0;
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#endif
|
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#else
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#if defined(WIREFRAME_TRY_QUAD_ON)
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float d1 = distance(vertex1, vertex2);
|
||||
float d2 = distance(vertex2, vertex3);
|
||||
float d3 = distance(vertex3, vertex1);
|
||||
|
||||
float3 offset = 0;
|
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if (d1 > d2 && d1 > d3)
|
||||
offset.y = 1;
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else if (d2 > d3 && d2 > d1)
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offset.x = 1;
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else
|
||||
offset.z = 1;
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||||
|
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mass1 = float3(1, 0, 0) + offset;
|
||||
mass2 = float3(0, 0, 1) + offset;
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||||
mass3 = float3(0, 1, 0) + offset;
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#else
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||||
|
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mass1 = float3(1, 0, 0);
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mass2 = float3(0, 1, 0);
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mass3 = float3(0, 0, 1);
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#endif
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#endif
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}
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float WireframeShaderMaskPlane(float3 planePosition, float3 planeNormal, float3 vertexPositionWS, float edgeFalloff, float invert)
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{
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float edge = dot(planeNormal, (vertexPositionWS - planePosition));
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edge = saturate(edge / max(0.01, edgeFalloff) * lerp(1, -1, invert));
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||||
|
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//WireframeShaderMaskSmooth(edge);
|
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|
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return edge;
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}
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|
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float WireframeShaderMaskSphere(float3 spherePosition, float sphereRadius, float3 vertexPositionWS, float edgeFalloff, float invert)
|
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{
|
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float d = distance(vertexPositionWS, spherePosition);
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|
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edgeFalloff = max(0.01, edgeFalloff);
|
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float offset = lerp(0, edgeFalloff, invert);
|
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|
||||
float edge = saturate(max(0, d - offset - sphereRadius + edgeFalloff) / edgeFalloff);
|
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|
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|
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//WireframeShaderMaskSmooth(edge);
|
||||
|
||||
return lerp(1- edge, edge, invert);
|
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}
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float WireframeShaderMaskBox(float4x4 boxTRS, float3 boundingBox, float3 vertexPositionWS, float edgeFalloff, float invert)
|
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{
|
||||
float3 vertexInverseTransform = mul(boxTRS, float4(vertexPositionWS, 1)).xyz;
|
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|
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edgeFalloff = max(0.01, edgeFalloff);
|
||||
float offset = lerp(0, edgeFalloff, invert);
|
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|
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float3 boundsMin = boundingBox - offset.xxx;
|
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float3 boundsMax = boundsMin * -1;
|
||||
|
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float3 s = smoothstep(boundsMin, boundsMin + edgeFalloff, vertexInverseTransform) -
|
||||
smoothstep(boundsMax - edgeFalloff, boundsMax, vertexInverseTransform);
|
||||
|
||||
float edge = (s.x * s.y * s.z);
|
||||
|
||||
|
||||
//WireframeShaderMaskSmooth(edge);
|
||||
|
||||
return lerp(edge, 1 - edge, invert);
|
||||
}
|
||||
|
||||
float WireframeShaderDistanceFade(float3 cameraPositionWS, float3 vertexPositionWS, float startDistance, float endDistance)
|
||||
{
|
||||
float distanceToCamera = distance(cameraPositionWS, vertexPositionWS);
|
||||
|
||||
float distanceFade = (endDistance - distanceToCamera) / (endDistance - startDistance);
|
||||
|
||||
return saturate(distanceFade);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//Unity Shader Graph///////////////////////////////////////////////////////////////////////////////////
|
||||
void WireframeShaderReadTriangleMassFromUV_float(float3 uv, float thickness, float smoothness, float diameter, out float value)
|
||||
{
|
||||
value = WireframeShaderReadTriangleMassFromUV(uv, thickness, smoothness, diameter);
|
||||
}
|
||||
|
||||
void WireframeShaderReadTriangleMassFromUV_half(half3 uv, half thickness, half smoothness, half diameter, out half value)
|
||||
{
|
||||
value = WireframeShaderReadTriangleMassFromUV(uv, thickness, smoothness, diameter);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskPlane_float(float3 planePosition, float3 planeNormal, float3 vertexPositionWS, float edgeFalloff, float invert, out float value)
|
||||
{
|
||||
value = WireframeShaderMaskPlane(planePosition, planeNormal, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskPlane_half(half3 planePosition, half3 planeNormal, half3 vertexPositionWS, half edgeFalloff, half invert, out half value)
|
||||
{
|
||||
value = WireframeShaderMaskPlane(planePosition, planeNormal, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskSphere_float(float3 spherePosition, float sphereRadius, float3 vertexPositionWS, float edgeFalloff, float invert, out float value)
|
||||
{
|
||||
value = WireframeShaderMaskSphere(spherePosition, sphereRadius, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskSphere_half(half3 spherePosition, half sphereRadius, half3 vertexPositionWS, half edgeFalloff, half invert, out half value)
|
||||
{
|
||||
value = WireframeShaderMaskSphere(spherePosition, sphereRadius, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskBox_float(float4x4 boxTRS, float3 boundingBox, float3 vertexPositionWS, float edgeFalloff, float invert, out float value)
|
||||
{
|
||||
value = WireframeShaderMaskBox(boxTRS, boundingBox, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderMaskBox_half(half4x4 boxTRS, half3 boundingBox, half3 vertexPositionWS, half edgeFalloff, half invert, out half value)
|
||||
{
|
||||
value = WireframeShaderMaskBox(boxTRS, boundingBox, vertexPositionWS, edgeFalloff, invert);
|
||||
}
|
||||
|
||||
void WireframeShaderDistanceFade_float(float3 cameraPositionWS, float3 vertexPositionWS, float startDistance, float endDistance, out float value)
|
||||
{
|
||||
value = WireframeShaderDistanceFade(cameraPositionWS, vertexPositionWS, startDistance, endDistance);
|
||||
}
|
||||
|
||||
void WireframeShaderDistanceFade_half(half3 cameraPositionWS, half3 vertexPositionWS, half startDistance, half endDistance, out half value)
|
||||
{
|
||||
value = WireframeShaderDistanceFade(cameraPositionWS, vertexPositionWS, startDistance, endDistance);
|
||||
}
|
||||
|
||||
#endif
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File diff suppressed because it is too large
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 59a4e426c06f3834f953fc9f85634d79
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user