143 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| Shader "Hands Billboard Edge Fading Mask"
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| {
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|   Properties
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|   {
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|     _Intensity("Intensity", Range(0,1)) = 1.0
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| 
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|     [Space(5)]
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|     [Header(PARAMETRIC GLOW)]
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|     _Scale("Scale", Range(0,.1)) = 0.055
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|     _Falloff("Falloff", float) = 4.0
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|     _Power("Power", float) = 15.0
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| 
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|     [Space(5)]
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|     [Header(EDGE FADING)]
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|     [Toggle] _EdgeFading("Enable", Int) = 1
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|     _KeyboardPosition("Keyboard Position", Vector) = (0, 0, 0, 0)
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|     _KeyboardRotation("Keyboard Rotation", Vector) = (0, 0, 0, 0)
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|     _KeyboardScale("Keyboard Scale", Vector) = (1, 1, 1, 0)
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|     _FadingFalloff("Falloff", Range(0, .1)) = 0.05
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|     _ColorMultiply("Color multiply", Range(0, 3)) = 2.0
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|       
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|     // Blend modes
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|     [Enum(UnityEngine.Rendering.BlendMode)]_SrcBlendMode("Src Blend Factor", Int) = 0 // Zero
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|     [Enum(UnityEngine.Rendering.BlendMode)]_DstBlendMode("Dst Blend Factor", Int) = 4 // SrcColor
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|   }
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|     SubShader
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|     {
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|       // Transparent+1 to render after key labels
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|       Tags {"Queue" = "Transparent+1" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
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|       ZWrite Off
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|       Cull Off
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|       ZTest Always
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|         
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|       Blend [_SrcBlendMode] [_DstBlendMode]
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| 
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|       Pass
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|       {
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|         CGPROGRAM
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| 
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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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| 
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|         uniform float _Intensity;
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|         uniform float _Scale;
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|         float _Falloff;
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|         float _Power;
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| 
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|         int _EdgeFading;
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|         float4 _KeyboardPosition;
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|         float4 _KeyboardRotation;
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|         float4 _KeyboardScale;
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|         float _FadingFalloff;
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|         float _ColorMultiply;
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| 
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|         struct vertexInput
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|         {
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|           UNITY_VERTEX_INPUT_INSTANCE_ID
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|           float4 vertex : POSITION;
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|           float4 tex : TEXCOORD0;
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|           float4 color    : COLOR;
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|         };
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| 
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|         struct vertexOutput
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|         {
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|           UNITY_VERTEX_INPUT_INSTANCE_ID
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|           float4 pos : SV_POSITION;
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|           float4 tex : TEXCOORD0;
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|           float4 color : COLOR;
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|         };
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| 
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|         UNITY_INSTANCING_BUFFER_START(Props)
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|           //UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
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|         UNITY_INSTANCING_BUFFER_END(Props)
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| 
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|         float4 RotateAroundYInDegrees(float4 vertex, float degrees)
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|         {
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|           float alpha = degrees * UNITY_PI / 180.0;
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|           float sina, cosa;
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|           sincos(alpha, sina, cosa);
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|           float2x2 m = float2x2(cosa, -sina, sina, cosa);
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|           return float4(mul(m, vertex.xz), vertex.yw).xzyw;
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|         }
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| 
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|         float4 BoundingBox(float4 vert, float4 position, float4 rotation, float4 scale)
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|         {
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|           float4 worldPos = mul(unity_ObjectToWorld, vert);
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|           float4 bboxOrientation = RotateAroundYInDegrees(worldPos - position, rotation.y);
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|           bboxOrientation = abs(bboxOrientation);
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| 
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|           scale *= 0.5f;
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| 
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|           float distX = (bboxOrientation.x - scale.x) / ((scale.x + _FadingFalloff) - scale.x);
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|           float distY = (bboxOrientation.y - scale.y) / ((scale.y + _FadingFalloff) - scale.y);
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|           float distZ = (bboxOrientation.z - scale.z) / ((scale.z + _FadingFalloff) - scale.z);
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|           float bBoxH = max(distX, distZ);
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|           float bBoxV = max(bBoxH, distY);
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|           float bBox = clamp(0,1,bBoxV);
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|           return float4(bBox, bBox, bBox, bBox);
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|         }
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| 
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|         vertexOutput vert(vertexInput input)
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|         {
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|           UNITY_SETUP_INSTANCE_ID(input);
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| 
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|           vertexOutput output;
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|           output.pos = mul(UNITY_MATRIX_P,
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|           mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
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|           + float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
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|           * float4(_Scale, _Scale, 1.0, 1.0));
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| 
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|           output.tex = input.tex;
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|           output.color = BoundingBox(input.vertex, _KeyboardPosition, _KeyboardRotation, _KeyboardScale);
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| 
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|           return output;
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|         }
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| 
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|         fixed BorderFade(float2 uv, float falloff, float intensity)
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|         {
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|           uv *= 1.0 - uv.yx;
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|           float fade = uv.x * uv.y * intensity;
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|           fade = pow(fade, falloff);
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|           return fade;
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|         }
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| 
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|         float4 frag(vertexOutput input) : COLOR
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|         {
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|           UNITY_SETUP_INSTANCE_ID(input);
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|           float glow = BorderFade(input.tex, _Falloff, _Power);
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|           float color = glow * _ColorMultiply;
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|           float4 circleAlpha = float4(color, color, color, glow) * _Intensity;
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|           float4 finalAlpha = circleAlpha * (1 - input.color.a);
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|           float4 transition = 1 - lerp(circleAlpha, finalAlpha, _EdgeFading);
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| 
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|           return transition;
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|         }
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| 
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|         ENDCG
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|       }
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|     }
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| }
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