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UnlitGrid.shader
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UnlitGrid.shader
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Shader "Unlit/Grid"
{
Properties
{
_GridColour("Grid Colour", color) = (1, 1, 1, 1)
_BaseColour("Base Colour", color) = (1, 1, 1, 0)
_GridSpacing("Grid Spacing", float) = 0.1
_LineThickness("Line Thickness", float) = 1
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
fixed4 _GridColour;
fixed4 _BaseColour;
float _GridSpacing;
float _LineThickness;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = mul(unity_ObjectToWorld, v.vertex).xz / _GridSpacing;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float2 wrapped = frac(i.uv) - 0.5f;
float2 range = abs(wrapped);
float2 speeds;
/* // Euclidean norm gives slightly more even thickness on diagonals
float4 deltas = float4(ddx(i.uv), ddy(i.uv));
speeds = sqrt(float2(
dot(deltas.xz, deltas.xz),
dot(deltas.yw, deltas.yw)
));
*/ // Cheaper Manhattan norm in fwidth slightly exaggerates thickness of diagonals
speeds = fwidth(i.uv);
float2 pixelRange = range / speeds;
float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
return lerp(_GridColour, _BaseColour, lineWeight);
}
ENDCG
}
}
}