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{
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Properties
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{
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_WireframeShader_Thickness("Thickness", Range(0, 1)) = 0.01
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_WireframeShader_Diameter("Diameter", Range(0, 1)) = 1
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[KeywordEnum(None, Plane, Sphere, Box)] _MASK ("Mask", Float) = 0
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_Wireframe_DynamicMaskEdgeSmooth("Edge Smooth", float) = 0
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[Toggle]_Wireframe_DynamicMaskInvert("Invert", float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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 fragment frag
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#include "UnityCG.cginc"
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#include "/WireframeShader.cginc" //--------------Path to the Wireframe cginc
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#pragma shader_feature_local _MASK_NONE _MASK_PLANE _MASK_SPHERE _MASK_BOX
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float _WireframeShader_Thickness;
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float _WireframeShader_Smoothness;
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float _WireframeShader_Diameter;
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float _Wireframe_DynamicMaskEdgeSmooth;
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float _Wireframe_DynamicMaskInvert;
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float3 _WireframeShaderMaskPlanePosition; //--------------Mask properties updated from script
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float3 _WireframeShaderMaskPlaneNormal;
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float3 _WireframeShaderMaskSpherePosition;
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float _WireframeShaderMaskSphereRadius;
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float4x4 _WireframeShaderMaskBoxMatrixTRS;
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float3 _WireframeShaderMaskBoxBoundingBox;
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv3 : TEXCOORD3; //--------------Wireframe data is saved inside uv4 buffer (note, in shaders uv4 is read using TEXCOORD3)
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 uv3 : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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//Reading wireframe data from uv3
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float wireframe = WireframeShaderReadTriangleMassFromUV(i.uv3, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter);
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//Mask
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float mask = 1;
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#if defined(_MASK_PLANE)
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mask = WireframeShaderMaskPlane(_WireframeShaderMaskPlanePosition, _WireframeShaderMaskPlaneNormal, i.positionWS,_Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
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mask = WireframeShaderMaskSphere(_WireframeShaderMaskSpherePosition, _WireframeShaderMaskSphereRadius, i.positionWS, _Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
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#elif defined(_MASK_BOX)
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mask = WireframeShaderMaskBox(_WireframeShaderMaskBoxMatrixTRS, _WireframeShaderMaskBoxBoundingBox, i.positionWS, _Wireframe_DynamicMaskEdgeSmooth, _Wireframe_DynamicMaskInvert);
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#endif
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return wireframe * mask;
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ENDCG
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Shader "Amazing Assets/Wireframe Shader/Example/Unlit"
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{
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Properties
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{
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_WireframeShader_Thickness("Thickness", Range(0, 1)) = 0.01
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_WireframeShader_Diameter("Diameter", Range(0, 1)) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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 fragment frag
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#include "UnityCG.cginc"
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#include "/WireframeShader.cginc" //--------------Path to the Wireframe cginc
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float _WireframeShader_Thickness;
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float _WireframeShader_Smoothness;
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float _WireframeShader_Diameter;
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv3 : TEXCOORD3; //--------------Wireframe data is saved inside uv4 buffer (note, in shaders uv4 is read using TEXCOORD3)
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struct v2f
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{
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float4 vertex : SV_POSITION;
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v2f vert (appdata v)
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{
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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fixed4 frag (v2f i) : SV_Target
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{
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//Reading wireframe data from uv
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float wireframe = WireframeShaderReadTriangleMassFromUV(i.uv3, _WireframeShader_Thickness, _WireframeShader_Smoothness, _WireframeShader_Diameter);
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return wireframe;
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ENDCG
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#ifndef WIREFRAME_SHADER_CGINC
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#define WIREFRAME_SHADER_CGINC
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#define WireframeShaderDistanceToEdge(a,b,c) length(cross(a - b, a - c))
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#define WireframeShaderMaskSmooth(x) x = saturate(x * x * (3 - 2 * x));
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float WireframeShaderReadTriangleMassFromUV(float3 uv, float thickness, float smoothness, float diameter)
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{
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float3 fw = abs(ddx(uv)) + abs(ddy(uv));
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float3 s = fw * (1 + smoothness * 10) + 1e-6;
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float3 l = uv - thickness.xxx;
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float3 a1 = smoothstep(0, s, l);
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float w1 = min(min(a1.x, a1.y), a1.z);
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float3 a2 = l / s;
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float w2 = smoothstep(0.0, 1.0, min(a2.x, min(a2.y, a2.z)) + 0.5);
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return 1 - saturate(lerp(w2, w1, diameter));
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}
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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);
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float d2 = distance(vertex2, vertex3);
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float d3 = distance(vertex3, vertex1);
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float4 b = float4(0,
|
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WireframeShaderDistanceToEdge(vertex3, vertex1, vertex2) / d1,
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WireframeShaderDistanceToEdge(vertex1, vertex2, vertex3) / d2,
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WireframeShaderDistanceToEdge(vertex2, vertex1, vertex3) / d3);
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b /= min(b.y, min(b.z, b.w));
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mass1 = b.xzx;
|
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mass2 = b.xxw;
|
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mass3 = b.yxx;
|
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#ifdef WIREFRAME_TRY_QUAD_ON
|
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|
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mass1.x = ((d1 > d2) && (d1 > d3)) ? 10000 : 0;
|
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mass1.z = ((d3 >= d1) && (d3 > d2)) ? 10000 : 0;
|
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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);
|
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float d2 = distance(vertex2, vertex3);
|
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float d3 = distance(vertex3, vertex1);
|
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float3 offset = 0;
|
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if (d1 > d2 && d1 > d3)
|
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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
|
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offset.z = 1;
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|
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mass1 = float3(1, 0, 0) + offset;
|
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mass2 = float3(0, 0, 1) + offset;
|
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mass3 = float3(0, 1, 0) + offset;
|
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|
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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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value = WireframeShaderMaskSphere(spherePosition, sphereRadius, vertexPositionWS, edgeFalloff, invert);
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{
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value = WireframeShaderMaskBox(boxTRS, boundingBox, vertexPositionWS, edgeFalloff, invert);
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{
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||||
assetBundleVariant:
|
||||
58
Assets/Shaders/TriLibHDRP/BuildHDRPMask.shader
Normal file
58
Assets/Shaders/TriLibHDRP/BuildHDRPMask.shader
Normal file
@@ -0,0 +1,58 @@
|
||||
Shader "Hidden/TriLib/BuildHDRPMask"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MetallicTex("_MetallicTex", 2D) = "black" {}
|
||||
_OcclusionTex("_OcclusionTex", 2D) = "white" {}
|
||||
_DetailMaskTex("_DetailMaskTex", 2D) = "black" {}
|
||||
_SmoothnessTex("_SmoothnessTex", 2D) = "gray" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MetallicTex;
|
||||
sampler2D _OcclusionTex;
|
||||
sampler2D _DetailMaskTex;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed metallic = tex2D(_MetallicTex, i.uv).x;
|
||||
fixed occlusion = tex2D(_OcclusionTex, i.uv).x;
|
||||
fixed detail = tex2D(_DetailMaskTex, i.uv).x;
|
||||
fixed smoothness = tex2D(_MetallicTex, i.uv).w;
|
||||
return fixed4(metallic, occlusion, detail, smoothness);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/TriLibHDRP/BuildHDRPMask.shader.meta
Normal file
9
Assets/Shaders/TriLibHDRP/BuildHDRPMask.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a58f867ca8ebbb748955274e7cdbf8b3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Shaders/UnityWarehouseSceneHDRP.meta
Normal file
8
Assets/Shaders/UnityWarehouseSceneHDRP.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 018b1df9abd10fd47b07156e95a4c1f9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2623
Assets/Shaders/UnityWarehouseSceneHDRP/Palletrobot.shadergraph
Normal file
2623
Assets/Shaders/UnityWarehouseSceneHDRP/Palletrobot.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e8e33c9b8845224a91306cb8302c610
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
Reference in New Issue
Block a user