forked from zxl/LaboratoryProtection
111 lines
3.9 KiB
Plaintext
111 lines
3.9 KiB
Plaintext
Shader "HighlightPlus/Geometry/Glow" {
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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_Glow ("Glow", Vector) = (1, 0.025, 0.75, 0.5)
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_Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
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_GlowColor ("Glow Color", Color) = (1,1,1)
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_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
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_GlowDirection("GlowDir", Vector) = (1,1,0)
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_Cull ("Cull Mode", Int) = 2
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_ConstantWidth ("Constant Width", Float) = 1
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_GlowZTest ("ZTest", Int) = 4
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_GlowStencilOp ("Stencil Operation", Int) = 0
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_GlowStencilComp ("Stencil Comp", Int) = 6
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}
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SubShader
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{
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Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
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// Glow passes
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Pass
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{
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Stencil {
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Ref 2
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Comp [_GlowStencilComp]
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Pass [_GlowStencilOp]
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ReadMask 2
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WriteMask 2
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull [_Cull]
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ZTest [_GlowZTest]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "CustomVertexTransform.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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//float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
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float3 _Glow2; // x = outline width, y = glow speed, z = dither on/off
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float _ConstantWidth;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
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UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
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v.vertex.xyz += v.normal * glowDirection.z;
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float4 pos = ComputeVertexPosition(v.vertex);
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float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(normalize(norm.xy));
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offset += glowDirection.xy;
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float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
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z = _ConstantWidth * (z - 2.0) + 2.0;
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float outlineWidth = _Glow2.x;
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float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
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float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
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offset *= z * (outlineWidth + animatedWidth);
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pos.xy += offset;
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o.pos = pos;
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o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
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o.color.a = glow.x;
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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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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 color = i.color;
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float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
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float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
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color.a *= saturate(_Glow2.z + frac(screenPos.x + screenPos.y));
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return color;
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}
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ENDCG
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}
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}
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} |