forked from BilalY/Rasagar
127 lines
3.7 KiB
Plaintext
127 lines
3.7 KiB
Plaintext
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Shader "Hidden/Universal Render Pipeline/Editor/Trackball"
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{
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CGINCLUDE
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#pragma editor_sync_compilation
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#include "UnityCG.cginc"
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#define PI 3.14159265359
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#define PI2 6.28318530718
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float _Offset;
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float _DisabledState;
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float2 _Resolution; // x: size, y: size / 2
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float3 HsvToRgb(float3 c)
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{
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
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{
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const float kHueOuterRadius = 0.45;
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const float kHueInnerRadius = 0.38;
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const float kLumOuterRadius = 0.495;
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const float kLumInnerRadius = 0.48;
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float4 color = (0.0).xxxx;
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float2 uvc = i.uv - (0.5).xx;
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float dist = sqrt(dot(uvc, uvc));
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float delta = fwidth(dist);
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float angle = atan2(uvc.x, uvc.y);
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// Cross
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{
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float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
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float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
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float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
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vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
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float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
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hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
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color += hline.xxxx * (1.0).xxxx;
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color += vline.xxxx * (1.0).xxxx;
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color = saturate(color);
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color *= half4((crossColor).xxx, 0.05);
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}
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// Hue
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{
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float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
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float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
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float hue = angle;
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hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
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float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
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color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
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}
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// Offset
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{
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float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
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float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
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float4 c = float4((offsetColor).xxx, 1.0);
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float a = PI * _Offset;
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if (_Offset >= 0 && angle < a && angle > 0.0)
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c = float4((1.0).xxx, 0.5);
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else if (angle > a && angle < 0.0)
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c = float4((1.0).xxx, 0.5);
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color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
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}
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color = color * _DisabledState;
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#if !UNITY_COLORSPACE_GAMMA
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color = half4(GammaToLinearSpace(color.xyz), color.w);
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#endif
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return color;
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}
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float4 FragTrackballDark(v2f_img i) : SV_Target
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{
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return CreateWheel(i, 1.0, 0.15);
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}
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float4 FragTrackballLight(v2f_img i) : SV_Target
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{
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return CreateWheel(i, 0.0, 0.3);
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// (0) Dark skin
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment FragTrackballDark
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ENDCG
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}
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// (1) Light skin
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment FragTrackballLight
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ENDCG
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}
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}
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}
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