2024-12-14 18:27:59 +08:00

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Shader "HighlightPlus/Geometry/SeeThrough" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_SeeThrough ("See Through", Range(0,1)) = 0.8
_SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8)
_SeeThroughNoise("Noise", Float) = 1
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
_SeeThroughStencilRef ("Stencil Ref", Int) = 2
_SeeThroughStencilComp ("Stencil Comp", Int) = 5
_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
_SeeThroughDepthOffset ("Depth Offset", Float) = 0
_SeeThroughMaxDepth("Max Depth", Float) = 0
}
SubShader
{
Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
// See through effect
Pass
{
Name "See-through"
Stencil {
ReadMask 3
WriteMask 3
Ref [_SeeThroughStencilRef]
Comp [_SeeThroughStencilComp]
Pass [_SeeThroughStencilPassOp]
Fail [_SeeThroughStencilPassOp]
}
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DEPTH_OFFSET
#pragma multi_compile_local _ HP_SEETHROUGH_ONLY_BORDER
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
#if HP_DEPTH_OFFSET
float4 scrPos : TEXCOORD1;
float depth : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _SeeThrough;
fixed4 _SeeThroughTintColor;
fixed _CutOff;
fixed _SeeThroughNoise;
float _SeeThroughDepthOffset;
float _SeeThroughMaxDepth;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = ComputeVertexPosition(v.vertex);
#if HP_DEPTH_OFFSET
o.scrPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float GetEyeDepth(float rawDepth) {
float persp = LinearEyeDepth(rawDepth);
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
return lerp(persp,ortho,unity_OrthoParams.w);
}
fixed4 frag (v2f i) : SV_Target
{
#if HP_SEETHROUGH_ONLY_BORDER
return 0;
#else
#if HP_DEPTH_OFFSET
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
float sceneDepth = GetEyeDepth(sceneZ);
if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
#endif
fixed4 col = tex2D(_MainTex, i.uv);
#if HP_ALPHACLIP
clip(col.a - _CutOff);
#endif
col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a);
float scry = i.pos.y;
float time = _Time.w % 1.0;
col.rgb += _SeeThroughNoise *(frac( scry * time ) * 0.1);
col.a = _SeeThrough;
col.a = lerp(col.a, col.a * ( (scry % 2) - 1.0 ), _SeeThroughNoise);
return col;
#endif // HP_ONLY_BORDER
}
ENDCG
}
}
}