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518 lines
11 KiB
518 lines
11 KiB
Shader "Hidden/Sprite-CameraDepthTexture" { |
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// Use this shader to render a Depth texture for a camera with soft edged Sprites (using camera.RenderWithShader with replacement tag "RenderType") |
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// Note the depth is encoded into the pixels RGB not the full RGBA (alpha is needed for blending) |
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Properties { |
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_MainTex ("", 2D) = "white" {} |
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_Cutoff ("", Float) = 0.5 |
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_Color ("", Color) = (1,1,1,1) |
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} |
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SubShader { |
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Tags { "RenderType"="Sprite" } |
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Pass { |
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Cull Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CGIncludes/ShaderShared.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_base v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = calculateTextureCoord(v.texcoord); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = calculateTexturePixel(i.uv ); |
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float alpha = texcol.a*_Color.a; |
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clip( alpha - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), alpha); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="SpriteViewSpaceFixedNormal" } |
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Pass { |
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Cull Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CGIncludes/ShaderShared.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_base v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = calculateTextureCoord(v.texcoord); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = calculateTexturePixel(i.uv ); |
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float alpha = texcol.a*_Color.a; |
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clip( alpha - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), alpha); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="SpriteModelSpaceFixedNormal" } |
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Pass { |
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Cull Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CGIncludes/ShaderShared.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_base v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = calculateTextureCoord(v.texcoord); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = calculateTexturePixel(i.uv ); |
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float alpha = texcol.a*_Color.a; |
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clip( alpha - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), alpha); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_base v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TransparentCutout" } |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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uniform float4 _MainTex_ST; |
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v2f vert( appdata_base v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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uniform fixed4 _Color; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = tex2D( _MainTex, i.uv ); |
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clip( texcol.a*_Color.a - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TreeBark" } |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "Lighting.cginc" |
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#include "UnityBuiltin3xTreeLibrary.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_full v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TreeVertBark(v); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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fixed4 frag( v2f i ) : SV_Target { |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TreeLeaf" } |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "Lighting.cginc" |
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#include "UnityBuiltin3xTreeLibrary.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_full v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TreeVertLeaf(v); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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fixed4 frag( v2f i ) : SV_Target { |
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half alpha = tex2D(_MainTex, i.uv).a; |
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clip (alpha - _Cutoff); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" } |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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struct appdata { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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fixed4 color : COLOR; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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v2f vert( appdata v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" } |
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Pass { |
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Cull Back |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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struct appdata { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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fixed4 color : COLOR; |
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float4 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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v2f vert( appdata v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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half alpha = tex2D(_MainTex, i.uv).a; |
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clip (alpha - _Cutoff); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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Pass { |
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Cull Front |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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struct appdata { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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fixed4 color : COLOR; |
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float4 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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v2f vert( appdata v ) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = tex2D( _MainTex, i.uv ); |
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clip( texcol.a - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="TreeBillboard" } |
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Pass { |
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Cull Off |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert (appdata_tree_billboard v) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.x = v.texcoord.x; |
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o.uv.y = v.texcoord.y > 0; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = tex2D( _MainTex, i.uv ); |
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clip( texcol.a - 0.001 ); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="GrassBillboard" } |
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Pass { |
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Cull Off |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert (appdata_full v) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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WavingGrassBillboardVert (v); |
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o.color = v.color; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = tex2D( _MainTex, i.uv ); |
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fixed alpha = texcol.a * i.color.a; |
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clip( alpha - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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SubShader { |
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Tags { "RenderType"="Grass" } |
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Pass { |
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Cull Off |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "CGIncludes/ShaderMaths.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 uv : TEXCOORD0; |
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float depth : TEXCOORD1; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert (appdata_full v) { |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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WavingGrassVert (v); |
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o.color = v.color; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord; |
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o.depth = COMPUTE_DEPTH_01; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform fixed _Cutoff; |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texcol = tex2D( _MainTex, i.uv ); |
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fixed alpha = texcol.a * i.color.a; |
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clip( alpha - _Cutoff ); |
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return fixed4(EncodeFloatRGB (i.depth), 1); |
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} |
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ENDCG |
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} |
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} |
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Fallback Off |
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}
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