249 lines
9.8 KiB
GLSL
249 lines
9.8 KiB
GLSL
Shader "Soullies/DTM_RandomGridFloor"
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{
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Properties
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{
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[HDR]_Color0("Color0", Color) = (1, 1, 1, 0)
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[Header(Pattern Settings)]
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_PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0)
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_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
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_BaseSpeed("Base Speed (Static)", Float) = 1.0
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_TimeAngle("Time Angle / Offset (Dynamic)", Float) = 0.0
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[Header(Edge Settings)]
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_StepA("Step A", Range(0, 1)) = 0.293
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_StepB("Step B", Range(0, 1)) = 0.345
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[Header(Distance Fade)]
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_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
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_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
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[Header(Outer Enclosing Border)]
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[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
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[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
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_OuterBorderWidth("Outer Border Width", Range(0.0, 0.5)) = 0.02
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[Header(Render State)]
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
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[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
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[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 2 // Off
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Transparent"
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"Queue" = "Transparent-300"
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"UniversalMaterialType" = "Unlit"
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"IgnoreProjector" = "True"
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}
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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Pass
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{
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Name "ForwardOnly"
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Tags { "LightMode" = "UniversalForwardOnly" }
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HLSLPROGRAM
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// -------------------------------------
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// Target Config
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// DOTS and Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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// Feature Flags
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#pragma shader_feature_local _OUTER_BORDER_ON
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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float2 uv : TEXCOORD1;
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half fogFactor : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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half4 _Color0;
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float4 _PatternSize;
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float _GridDensity;
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float _BaseSpeed;
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float _TimeAngle;
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float _StepA;
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float _StepB;
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float _FadeFar;
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float _FadeNear;
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half4 _OuterBorderColor;
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float _OuterBorderWidth;
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CBUFFER_END
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// -------------------------------------
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// 极限优化工具库组 (无三角函数,全MAD指令)
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// Fast 2D Hash (纯乘加与小数截断,干掉 sin)
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float2 FastHash22(float2 p)
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{
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float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return frac((p3.xx + p3.yz) * p3.zy);
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}
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// Extreme Optimized 4-Tap Voronoi for Mobile (从9次循环砍至4次)
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float VoronoiDistanceFast(float2 v, float t)
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{
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float2 n = floor(v);
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float2 f = frac(v);
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// 象限锚定:算出像素所处方格的偏向,完美剔除背面5个不可能相邻的远格
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float2 mg = step(0.5, f);
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float minDist = 8.0;
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UNITY_UNROLL
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for (int j = 0; j <= 1; j++)
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{
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UNITY_UNROLL
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for (int i = 0; i <= 1; i++)
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{
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// 检索偏向象限的核心 4 个格子
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float2 g = mg + float2(i - 1.0, j - 1.0);
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float2 hash = FastHash22(n + g);
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// 剔除昂贵的 sin 并换用平滑三角波:
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// t * 0.1591549 即相当于 t / (2*PI) 把时间归一化到周期
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float2 phase = frac(t * 0.1591549 + hash);
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float2 tri = abs(phase * 2.0 - 1.0); // 线性三角波 1 -> 0 -> 1
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float2 o = tri * tri * (3.0 - 2.0 * tri); // 光滑三次曲线,模拟 sin 的柔顺运动
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float2 r = f - g - o;
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// Manhattan 曼哈顿距离
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float d = 0.5 * (abs(r.x) + abs(r.y));
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minDist = min(minDist, d);
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}
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}
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return minDist;
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}
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// -------------------------------------
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// Vertex Shader
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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output.uv = input.uv;
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output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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// -------------------------------------
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// Fragment Shader
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// ==========================================
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// 1. inner Grid Pattern Calculation
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// ==========================================
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float2 worldUV = input.positionWS.xz;
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// Density Multiplier: Higher density = smaller frames = more quantity
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float density = max(_GridDensity, 0.0001);
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float2 sizeDivisor = max(_PatternSize.xy, float2(0.0001, 0.0001)) / density;
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float2 scaledUV = worldUV / sizeDivisor;
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// Rotate 45 degrees
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float c = 0.707106;
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float s = 0.707106;
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float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
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// Time driven animation (Base Time + Phase Offset)
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float t = _TimeParameters.x * _BaseSpeed + _TimeAngle;
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// [TA 极限计算压缩] 使用 4-Tap、零三角函数的极简数学方法,保持无限分辨率。
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float v = VoronoiDistanceFast(rotatedUV, t);
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// Anti-aliased border mask computation
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float fw = fwidth(v);
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float edge1 = smoothstep(_StepA - fw, _StepA + fw, v);
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float edge2 = smoothstep(_StepB - fw, _StepB + fw, v);
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float gridAlphaMask = edge2 - edge1;
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half3 gridColor = _Color0.rgb;
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half gridAlpha = gridAlphaMask * _Color0.a;
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// ==========================================
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// 2. Outer Enclosing Border
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// ==========================================
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half3 finalColor = gridColor;
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half finalAlpha = gridAlpha;
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#if defined(_OUTER_BORDER_ON)
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// Calculate distance to nearest UV edge
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float2 edgeDist = min(input.uv, 1.0 - input.uv);
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float closestEdge = min(edgeDist.x, edgeDist.y);
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// Uses fwidth for clean smoothstep transition at the edge
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float borderfw = fwidth(closestEdge);
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// Creates a solid border with a smooth antialiased inner falloff
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float borderMask = 1.0 - smoothstep(_OuterBorderWidth - borderfw, _OuterBorderWidth + borderfw, closestEdge);
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// Lerp grid to border
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finalColor = lerp(gridColor, _OuterBorderColor.rgb, borderMask);
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finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
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#endif
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// ==========================================
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// 3. Distance Fade (Far = Transparent, Near = Opaque)
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// ==========================================
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float distToCam = distance(GetCameraPositionWS(), input.positionWS);
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// When dist >= _FadeFar => fadeMask = 0 (Fully Transparent)
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// When dist <= _FadeNear => fadeMask = 1 (Fully Opaque)
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float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
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float fadeMask = saturate(rawFade);
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finalAlpha *= fadeMask;
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// Apply URP Fog
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finalColor = MixFog(finalColor, input.fogFactor);
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return half4(finalColor, finalAlpha);
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}
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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