Created
January 29, 2018 15:55
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Shader "Custom/BasicPointDisplay" { | |
Properties { | |
_Texture( "Texture" , 2D ) = "white" {} | |
_Color1 ("Tip Color", Color) = (1,.4,.2,1) | |
_Color2 ("Tail Color", Color) = (1,0,0,1) | |
} | |
SubShader{ | |
Cull off | |
// inside SubShader | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } | |
// inside Pass | |
//ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass{ | |
CGPROGRAM | |
#pragma target 5.0 | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "Chunks/hsv.cginc" | |
uniform sampler2D _Texture; | |
uniform float3 _Color2; | |
uniform float3 _Color1; | |
uniform float _Hue; | |
uniform float _Size; | |
struct Vert{ | |
float3 pos; | |
float3 tPos; | |
float3 vel; | |
float id; | |
float3 debug; | |
}; | |
StructuredBuffer<Vert> _vertBuffer; | |
//A simple input struct for our pixel shader step containing a position. | |
struct varyings { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD1; | |
float3 eye : TEXCOORD5; | |
float3 worldPos : TEXCOORD6; | |
float3 debug : TEXCOORD7; | |
}; | |
varyings vert (uint id : SV_VertexID){ | |
varyings o; | |
int bID = id / 6; | |
int tri = id % 6; | |
Vert v = _vertBuffer[bID]; | |
float3 fPos = float3(0,0,0); | |
fPos = v.pos; | |
float3 up = UNITY_MATRIX_IT_MV[0].xyz; | |
float3 ri = UNITY_MATRIX_IT_MV[1].xyz; | |
float size = _Size * .03 * min( (1-v.debug.z) * 10 , v.debug.z ); | |
float2 fUV; | |
if( tri == 0 || tri == 5 ){ fPos -= ri * size; fUV = float2(0,0);} | |
if( tri == 1 || tri == 4 ){ fPos += ri * size; fUV = float2(1,1);} | |
if( tri == 2 ){ fPos += up * size; fUV = float2(0,1);} | |
if( tri == 3 ){ fPos -= up * size; fUV = float2(1,0);} | |
o.pos = mul (UNITY_MATRIX_VP, float4(fPos,1.0f)); | |
o.worldPos = fPos; | |
o.eye = _WorldSpaceCameraPos - o.worldPos; | |
o.uv = fUV; | |
o.debug = v.debug; | |
return o; | |
} | |
//Pixel function returns a solid color for each point. | |
float4 frag (varyings v) : COLOR { | |
if( length( v.eye) < .3 ){ | |
discard; | |
} | |
float4 tCol = tex2D(_Texture, float2( v.uv)); | |
float v2 = length(v.debug * float3( 10 , 1, 1)); | |
float3 col = tCol.xyz * v2*v2*v2 * lerp( hsv(_Hue,1,1) , hsv(_Hue+.3,1,1) , tCol.w ) * 2; | |
if( tCol.w < .5 ){ discard; } | |
return float4( col ,tCol.w); | |
} | |
ENDCG | |
} | |
} | |
Fallback Off | |
} |
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