5a570b2e52
Ring lights TBA
121 lines
3.3 KiB
GLSL
121 lines
3.3 KiB
GLSL
Shader "Hidden/LIV_ClipPlaneComplexDebug"
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{
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Properties{
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_LivClipPlaneHeightMap("Clip Plane Height Map", 2D) = "black" {}
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}
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SubShader
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{
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Tags { "Queue" = "Background" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
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Pass {
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Name "CLIP_PLANE_COMPLEX_DEBUG"
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Cull Off ZWrite On
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Fog{ Mode Off }
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CGPROGRAM
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#pragma target 4.6
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#pragma vertex TessellationVertexProgram
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#pragma fragment FragmentProgram
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#pragma hull HullProgram
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#pragma domain DomainProgram
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#pragma geometry GeometryProgram
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#include "UnityCG.cginc"
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sampler2D _LivClipPlaneHeightMap;
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float _LivTessellation;
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struct VertexData {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 worldPos : TEXCOORD1;
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};
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struct GeomToFragData {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 barycentric : TEXCOORD1;
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};
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struct TessellationFactors {
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float edge[4] : SV_TessFactor;
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float inside[2] : SV_InsideTessFactor;
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};
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struct TessellationControlPoint {
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float4 vertex : INTERNALTESSPOS;
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float2 uv : TEXCOORD0;
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};
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[domain("quad")]
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[outputcontrolpoints(4)]
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[outputtopology("triangle_cw")]
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[partitioning("fractional_odd")]
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[patchconstantfunc("PatchConstantFunction")]
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TessellationControlPoint HullProgram(InputPatch<TessellationControlPoint, 4> patch, uint id : SV_OutputControlPointID) {
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return patch[id];
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}
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TessellationFactors PatchConstantFunction(InputPatch<TessellationControlPoint, 4> patch) {
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TessellationFactors f;
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float t = _LivTessellation;
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f.edge[0] = f.edge[1] = f.edge[2] = f.edge[3] = f.inside[0] = f.inside[1] = t;
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return f;
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}
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[domain("quad")]
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VertexData DomainProgram(TessellationFactors factors, OutputPatch<TessellationControlPoint, 4> patch, float2 uv : SV_DomainLocation) {
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VertexData data;
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data.uv = lerp(lerp(patch[0].uv, patch[1].uv, uv.x), lerp(patch[3].uv, patch[2].uv, uv.x), uv.y);
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float4 vertex = lerp(lerp(patch[0].vertex, patch[1].vertex, uv.x), lerp(patch[3].vertex, patch[2].vertex, uv.x), uv.y);
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vertex.z += tex2Dlod(_LivClipPlaneHeightMap, float4(data.uv, 0, 0)).r;
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data.vertex = UnityObjectToClipPos(vertex);
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data.worldPos = mul(unity_ObjectToWorld, vertex);
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return data;
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}
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TessellationControlPoint TessellationVertexProgram(VertexData v) {
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TessellationControlPoint p;
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p.vertex = v.vertex;
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p.uv = v.uv;
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return p;
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}
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[maxvertexcount(3)]
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void GeometryProgram(triangle VertexData p[3], inout TriangleStream<GeomToFragData> triStream) {
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GeomToFragData pIn;
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pIn.vertex = p[0].vertex;
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pIn.uv = p[0].uv;
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pIn.barycentric.xyz = float3(1.0, 0, 0);
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triStream.Append(pIn);
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pIn.vertex = p[1].vertex;
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pIn.uv = p[1].uv;
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pIn.barycentric.xyz = float3(0, 1.0, 0);
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triStream.Append(pIn);
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pIn.vertex = p[2].vertex;
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pIn.uv = p[2].uv;
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pIn.barycentric.xyz = float3(0, 0, 1.0);
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triStream.Append(pIn);
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}
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fixed4 FragmentProgram(GeomToFragData i) : SV_Target {
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float3 barys;
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barys.xy = i.barycentric;
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barys.z = 1 - barys.x - barys.y;
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barys = smoothstep(0.0, 0.0 + fwidth(barys), barys);
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return lerp(float4(0.0, 0.0, 0.0, 0.5), float4(0.0, 1.0, 0.0, 0.5), min(barys.x, min(barys.y, barys.z)));
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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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