_xiaofang/xiaofang/Assets/Obi/Resources/ObiMaterials/DistanceFields/DistanceFieldSlice.shader

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2024-12-18 02:18:45 +08:00
Shader "Obi/DistanceFieldSlice"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
half dist = tex2D(_MainTex, i.uv).x-0.5; // signed distance
half adist = abs(dist); // absolute distance
half isofunc = sin(adist*40); // isolines function
// antialiased isolines:
half change = fwidth(isofunc);
half isolines = smoothstep(-change,change,isofunc);
// antialiazed sign:
change = fwidth(dist);
half sign = smoothstep(-change,change,dist);
half final = (1-adist) * (0.85+isolines*0.15);
return half4(final,final*sign,final*sign,1);
}
ENDCG
}
}
}