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commit b6e88274e8
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Shader "Hidden/Amazing Assets/Wireframe Shader/Texture Exporter"
{
Properties
{
_WireframeShader_Thickness("", Range(0, 1)) = 0.01
_WireframeShader_Smoothness("", Range(0, 1)) = 0
_WireframeShader_Diameter("", Range(0, 1)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
float _WireframeShader_Thickness;
float _WireframeShader_Smoothness;
float _WireframeShader_Diameter;
struct vertOut
{
float4 pos : SV_POSITION;
float3 triangleMass : TEXCOORD0;
};
vertOut vert (float4 vertex:POSITION, float2 uv:TEXCOORD0, float4 texcoord3:TEXCOORD3)
{
vertOut o;
float2 texcoord = uv.xy;
texcoord.y = 1.0 - texcoord.y;
texcoord = texcoord * 2.0 - 1.0;
o.pos = float4(texcoord, 0.0, 1.0);
#if defined(WIREFRAME_CALCULATE_USING_GEOMETRY_SHADER)
o.triangleMass = vertex;
#else
o.triangleMass = texcoord3;
#endif
return o;
}
ENDCG
//With GeometryShaders
SubShader
{
ZTest Off Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma shader_feature_local WIREFRAME_READ_FROM_MESH WIREFRAME_CALCULATE_USING_GEOMETRY_SHADER
#pragma shader_feature_local _ WIREFRAME_NORMALIZE_EDGES_ON
#pragma shader_feature_local _ WIREFRAME_TRY_QUAD_ON
#include "../cginc/WireframeShader.cginc"
[maxvertexcount(3)]
void geom(triangle vertOut input[3], inout TriangleStream<vertOut> triStream)
{
#if defined(WIREFRAME_CALCULATE_USING_GEOMETRY_SHADER)
float3 b0, b1, b2;
WireframeShaderCalculateTriangleMass(input[0].triangleMass.xyz, input[1].triangleMass.xyz, input[2].triangleMass.xyz, b0, b1, b2);
input[0].triangleMass = float4(b0, 0);
input[1].triangleMass = float4(b1, 0);
input[2].triangleMass = float4(b2, 0);
#endif
triStream.Append(input[0]);
triStream.Append(input[1]);
triStream.Append(input[2]);
triStream.RestartStrip();
}
float4 frag (vertOut i) : SV_TARGET
{
return saturate(WireframeShaderReadTriangleMassFromUV(i.triangleMass, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter) * 2);
}
ENDCG
}
}
//Without GeometryShaders
SubShader
{
ZTest Off Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../cginc/WireframeShader.cginc"
float4 frag (vertOut i) : SV_TARGET
{
return saturate(WireframeShaderReadTriangleMassFromUV(i.triangleMass, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter) * 2);
}
ENDCG
}
}
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Shader "Amazing Assets/Wireframe Shader/Example/Unlit (Mask)"
{
Properties
{
_WireframeShader_Thickness("Thickness", Range(0, 1)) = 0.01
_WireframeShader_Smoothness("Smoothness", Range(0, 1)) = 0
_WireframeShader_Diameter("Diameter", Range(0, 1)) = 1
[KeywordEnum(None, Plane, Sphere, Box)] _MASK ("Mask", Float) = 0
_Wireframe_DynamicMaskEdgeSmooth("Edge Smooth", float) = 0
[Toggle]_Wireframe_DynamicMaskInvert("Invert", float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "/WireframeShader.cginc" //--------------Path to the Wireframe cginc
#pragma shader_feature_local _MASK_NONE _MASK_PLANE _MASK_SPHERE _MASK_BOX
float _WireframeShader_Thickness;
float _WireframeShader_Smoothness;
float _WireframeShader_Diameter;
float _Wireframe_DynamicMaskEdgeSmooth;
float _Wireframe_DynamicMaskInvert;
float3 _WireframeShaderMaskPlanePosition; //--------------Mask properties updated from script
float3 _WireframeShaderMaskPlaneNormal;
float3 _WireframeShaderMaskSpherePosition;
float _WireframeShaderMaskSphereRadius;
float4x4 _WireframeShaderMaskBoxMatrixTRS;
float3 _WireframeShaderMaskBoxBoundingBox;
struct appdata
{
float4 vertex : POSITION;
float4 uv3 : TEXCOORD3; //--------------Wireframe data is saved inside uv4 buffer (note, in shaders uv4 is read using TEXCOORD3)
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 uv3 : TEXCOORD0;
float3 positionWS : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv3 = v.uv3.xyz; //--------------Sending uv3 data from vertex to pixel stage
o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//Reading wireframe data from uv3
float wireframe = WireframeShaderReadTriangleMassFromUV(i.uv3, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter);
//Mask
float mask = 1;
#if defined(_MASK_PLANE)
mask = WireframeShaderMaskPlane(_WireframeShaderMaskPlanePosition, _WireframeShaderMaskPlaneNormal, i.positionWS,_Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
#elif defined(_MASK_SPHERE)
mask = WireframeShaderMaskSphere(_WireframeShaderMaskSpherePosition, _WireframeShaderMaskSphereRadius, i.positionWS, _Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
#elif defined(_MASK_BOX)
mask = WireframeShaderMaskBox(_WireframeShaderMaskBoxMatrixTRS, _WireframeShaderMaskBoxBoundingBox, i.positionWS, _Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
#endif
return wireframe * mask;
}
ENDCG
}
}
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Shader "Amazing Assets/Wireframe Shader/Example/Unlit"
{
Properties
{
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_WireframeShader_Smoothness("Smoothness", Range(0, 1)) = 0
_WireframeShader_Diameter("Diameter", Range(0, 1)) = 1
}
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Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "/WireframeShader.cginc" //--------------Path to the Wireframe cginc
float _WireframeShader_Thickness;
float _WireframeShader_Smoothness;
float _WireframeShader_Diameter;
struct appdata
{
float4 vertex : POSITION;
float4 uv3 : TEXCOORD3; //--------------Wireframe data is saved inside uv4 buffer (note, in shaders uv4 is read using TEXCOORD3)
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 uv3 : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv3 = v.uv3.xyz; //--------------Sending uv3 data from vertex to pixel stage
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//Reading wireframe data from uv
float wireframe = WireframeShaderReadTriangleMassFromUV(i.uv3, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter);
return wireframe;
}
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#ifndef WIREFRAME_SHADER_CGINC
#define WIREFRAME_SHADER_CGINC
#define WireframeShaderDistanceToEdge(a,b,c) length(cross(a - b, a - c))
#define WireframeShaderMaskSmooth(x) x = saturate(x * x * (3 - 2 * x));
float WireframeShaderReadTriangleMassFromUV(float3 uv, float thickness, float smoothness, float diameter)
{
float3 fw = abs(ddx(uv)) + abs(ddy(uv));
float3 s = fw * (1 + smoothness * 10) + 1e-6;
float3 l = uv - thickness.xxx;
float3 a1 = smoothstep(0, s, l);
float w1 = min(min(a1.x, a1.y), a1.z);
float3 a2 = l / s;
float w2 = smoothstep(0.0, 1.0, min(a2.x, min(a2.y, a2.z)) + 0.5);
return 1 - saturate(lerp(w2, w1, diameter));
}
void WireframeShaderCalculateTriangleMass(float3 vertex1, float3 vertex2, float3 vertex3, out float3 mass1, out float3 mass2, out float3 mass3)
{
#if defined(WIREFRAME_NORMALIZE_EDGES_ON)
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));
mass1 = b.xzx;
mass2 = b.xxw;
mass3 = b.yxx;
#ifdef WIREFRAME_TRY_QUAD_ON
mass1.x = ((d1 > d2) && (d1 > d3)) ? 10000 : 0;
mass1.z = ((d3 >= d1) && (d3 > d2)) ? 10000 : 0;
mass2.y = ((d2 >= d1) && (d2 >= d3)) ? 10000 : 0;
#endif
#else
#if defined(WIREFRAME_TRY_QUAD_ON)
float d1 = distance(vertex1, vertex2);
float d2 = distance(vertex2, vertex3);
float d3 = distance(vertex3, vertex1);
float3 offset = 0;
if (d1 > d2 && d1 > d3)
offset.y = 1;
else if (d2 > d3 && d2 > d1)
offset.x = 1;
else
offset.z = 1;
mass1 = float3(1, 0, 0) + offset;
mass2 = float3(0, 0, 1) + offset;
mass3 = float3(0, 1, 0) + offset;
#else
mass1 = float3(1, 0, 0);
mass2 = float3(0, 1, 0);
mass3 = float3(0, 0, 1);
#endif
#endif
}
float WireframeShaderMaskPlane(float3 planePosition, float3 planeNormal, float3 vertexPositionWS, float edgeFalloff, float invert)
{
float edge = dot(planeNormal, (vertexPositionWS - planePosition));
edge = saturate(edge / max(0.01, edgeFalloff) * lerp(1, -1, invert));
//WireframeShaderMaskSmooth(edge);
return edge;
}
float WireframeShaderMaskSphere(float3 spherePosition, float sphereRadius, float3 vertexPositionWS, float edgeFalloff, float invert)
{
float d = distance(vertexPositionWS, spherePosition);
edgeFalloff = max(0.01, edgeFalloff);
float offset = lerp(0, edgeFalloff, invert);
float edge = saturate(max(0, d - offset - sphereRadius + edgeFalloff) / edgeFalloff);
//WireframeShaderMaskSmooth(edge);
return lerp(1- edge, edge, invert);
}
float WireframeShaderMaskBox(float4x4 boxTRS, float3 boundingBox, float3 vertexPositionWS, float edgeFalloff, float invert)
{
float3 vertexInverseTransform = mul(boxTRS, float4(vertexPositionWS, 1)).xyz;
edgeFalloff = max(0.01, edgeFalloff);
float offset = lerp(0, edgeFalloff, invert);
float3 boundsMin = boundingBox - offset.xxx;
float3 boundsMax = boundsMin * -1;
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);
}
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