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A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
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/////////////////////////////////////////////////////////////////////////////// | |
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
// AUTHOR: Freya Holmér | |
// LICENSE: Use for whatever, commercial or otherwise! | |
// Don't hold me liable for issues though | |
// But pls credit me if it works super well <3 | |
// LIMITATIONS: There's some precision loss beyond 3 decimal places | |
// CONTRIBUTORS: yes please! if you know a more precise way to get | |
// decimal digits then pls lemme know! | |
// GetDecimalSymbolAt() could use some more love/precision | |
// These are the main drawing functions: | |
// - returns white text on black background (though trailing zeroes are gray) | |
// - billboarded to always face the camera | |
// - you can get pxCoord from the frag shader "SV_POSITION" input | |
float DrawNumberAtPxPos(float2 pxCoord, float2 pxPos, float number, float fontScale = 2, int decimalCount = 3); | |
float DrawNumberAtLocalPos(float2 pxCoord, float3 localPos, float number, float scale = 2, int decimalCount = 3); | |
float DrawNumberAtWorldPos(float2 pxCoord, float3 worldPos, float number, float scale = 2, int decimalCount = 3); | |
// digit rendering | |
static uint dBits[5] = { | |
3959160828, | |
2828738996, | |
2881485308, | |
2853333412, | |
3958634981 | |
}; | |
static uint po10[] = {1, 10, 100, 1000, 10000, 100000, 1000000, 10000000, 100000000, 1000000000, 10000000000}; | |
float DrawDigit(int2 px, const int digit) | |
{ | |
if (px.x < 0 || px.x > 2 || px.y < 0 || px.y > 4) | |
return 0; // pixel out of bounds | |
const int xId = (digit == -1) ? 18 : 31 - (3 * digit + px.x); | |
return (dBits[4 - px.y] & 1 << xId) != 0; | |
} | |
// indexed like: XXX.0123 | |
void GetDecimalSymbolAt(const float v, const int i, const int decimalCount, out int symbol, out float opacity) | |
{ | |
// hide if outside the decimal range | |
if (i > min(decimalCount - 1, 6)) | |
{ | |
symbol = 0; | |
opacity = 0; | |
return; | |
} | |
// get the i:th decimal | |
const float scale = po10[i + 1]; | |
const float scaledF = abs(v) * scale; | |
symbol = (int)(scaledF) % 10; | |
// fade trailing zeroes | |
opacity = (frac(scaledF / 10) != 0) ? 1 : 0.5; | |
} | |
// indexed like: 210.XXX | |
void GetIntSymbolAt(const float v, int i, out int symbol, out float opacity) | |
{ | |
// don't render more than 9 digits | |
if (i <= 9) | |
{ | |
const int scale = po10[i]; | |
const float vAbs = abs(v); | |
// digits | |
if (vAbs >= scale) | |
{ | |
const int it = floor(vAbs); | |
const int rem = it / scale; | |
symbol = rem % 10; | |
opacity = 1; | |
return; | |
} | |
// minus symbol | |
if ((v < 0) & (vAbs * 10 >= scale)) | |
{ | |
symbol = -1; | |
opacity = 1; | |
return; | |
} | |
} | |
// leading zeroes | |
symbol = 0; | |
opacity = 0; | |
} | |
// Get the digit at the given index of a floating point number | |
// with -45.78, then with a given dIndex: | |
// [-3] = - (digit -1) | |
// [-2] = 4 | |
// [-1] = 5 | |
// [ 0] = . (digit 10) | |
// [ 1] = 7 | |
// [ 2] = 8 | |
void GetSymbolAtPositionInFloat(float number, int dIndex, int decimalCount, out int symbol, out float opacity) | |
{ | |
opacity = 1; | |
if (dIndex == 0) | |
symbol = 10; // period | |
else if (dIndex > 0) | |
GetDecimalSymbolAt(number, dIndex - 1, decimalCount, symbol, opacity); | |
else | |
GetIntSymbolAt(number, -dIndex - 1, symbol, opacity); | |
} | |
// Given a pixel coordinate pxCoord, draws a number at pxPos | |
float DrawNumberAtPxPos(float2 pxCoord, float2 pxPos, float number, float fontScale = 2, int decimalCount = 3) | |
{ | |
int2 p = (int2)(floor((pxCoord - pxPos) / fontScale)); | |
// p.y += 0; // 0 = bottom aligned, 2 = vert. center aligned, 5 = top aligned | |
// p.x += 0; // 0 = integers are directly to the left, decimal separator and decimals, to the right | |
if (p.y < 0 || p.y > 4) | |
return 0; // out of bounds vertically | |
// shift placement to make it tighter around the decimal separator | |
float shift = 0; | |
if (p.x > 1) // decimal digits | |
p.x += 1; | |
else if (p.x < 0) // integer digits | |
{ | |
p.x += -3; | |
shift = -2; | |
} | |
const int SEP = 4; // separation between characters | |
const int dIndex = floor(p.x / SEP); // the digit index to read | |
float opacity; | |
int digit; | |
GetSymbolAtPositionInFloat(number, dIndex, decimalCount, /*out*/ digit, /*out*/ opacity); | |
const float2 pos = float2(dIndex * SEP + shift, 0); | |
return opacity * DrawDigit(p - pos, digit); | |
} | |
// btw this might not work on all platforms, it might be Y-flipped or whatever! | |
float2 ClipToPixel(float4 clip) | |
{ | |
float2 ndc = float2(clip.x, -clip.y) / clip.w; | |
ndc = (ndc + 1) / 2; | |
return ndc * _ScreenParams.xy; | |
} | |
float2 LocalToPixel(float3 locPos) { return ClipToPixel(UnityObjectToClipPos(float4(locPos, 1))); } | |
float2 WorldToPixel(float3 wPos) { return ClipToPixel(UnityWorldToClipPos(float4(wPos, 1))); } | |
float DrawNumberAtLocalPos(float2 pxCoord, float3 localPos, float number, float scale = 2, int decimalCount = 3) | |
{ | |
const float2 pxPos = LocalToPixel(localPos); | |
return DrawNumberAtPxPos(pxCoord, pxPos, number, scale, decimalCount); | |
} | |
float DrawNumberAtWorldPos(float2 pxCoord, float3 worldPos, float number, float scale = 2, int decimalCount = 3) | |
{ | |
const float2 pxPos = WorldToPixel(worldPos); | |
return DrawNumberAtPxPos(pxCoord, pxPos, number, scale, decimalCount); | |
} |
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