Files
ichni_Official/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RegularGridFloor.shader
2026-03-22 06:19:41 -04:00

176 lines
6.6 KiB
Plaintext

Shader "Soullies/DTM_RegularGridFloor"
{
Properties
{
[HDR]_Color0("Color0", Color) = (1, 1, 1, 0)
[Header(Grid Settings)]
_GridSize("Grid Size (X, Y)", Vector) = (1.0, 1.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_LineThickness("Line Thickness", Range(0.001, 0.5)) = 0.05
_EdgeSoftness("Edge Softness", Range(0.0, 0.5)) = 0.01
[Header(Animation Settings)]
_MoveVector("Movement Vector (X, Y)", Vector) = (0.0, 1.0, 0, 0)
[Header(Outer Enclosing Border)]
[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
_OuterBorderWidth("Outer Border Width", Range(0.0, 0.5)) = 0.02
[Header(Render State)]
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-300"
"UniversalMaterialType" = "Unlit"
"IgnoreProjector" = "True"
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "UniversalForwardOnly" }
HLSLPROGRAM
#pragma target 4.5
#pragma prefer_hlslcc gles
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma shader_feature_local _OUTER_BORDER_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float2 uv : TEXCOORD1;
half fogFactor : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _Color0;
float4 _GridSize;
float _GridDensity;
float _LineThickness;
float _EdgeSoftness;
float4 _MoveVector;
half4 _OuterBorderColor;
float _OuterBorderWidth;
CBUFFER_END
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.uv = input.uv;
output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// ==========================================
// 1. Regular Grid Pattern (World Space UV)
// ==========================================
float2 worldUV = input.positionWS.xz;
// Direct Linear Movement Animation
float t = _Time.y; // Standard time in seconds
worldUV -= _MoveVector.xy * t;
// Density Multiplier
float density = max(_GridDensity, 0.0001);
float2 sizeDivisor = max(_GridSize.xy, float2(0.0001, 0.0001)) / density;
// Scale UV
float2 scaledUV = worldUV / sizeDivisor;
// Generate pure regular grid lines mathematically
// frac() maps to [0,1], we subtract 0.5 and take absolute to get a pyramid [0, 0.5]
float2 cellUV = abs(frac(scaledUV) - 0.5);
// Distance to the closest grid edge
float2 distToLine = 0.5 - cellUV;
float closestLine = min(distToLine.x, distToLine.y);
// Hardware screen-space derivative + Software Softness for AA
float fw = fwidth(closestLine);
float halfThickness = _LineThickness * 0.5;
float edgeSoft = max(_EdgeSoftness, fw); // ensures it never hard aliases
// Solid line with anti-aliased trailing edge
float gridAlphaMask = smoothstep(halfThickness + edgeSoft, halfThickness - edgeSoft, closestLine);
half3 gridColor = _Color0.rgb;
half gridAlpha = gridAlphaMask * _Color0.a;
// ==========================================
// 2. Outer Enclosing Border
// ==========================================
half3 finalColor = gridColor;
half finalAlpha = gridAlpha;
#if defined(_OUTER_BORDER_ON)
// Calculate distance to nearest Mesh UV edge [0, 1]
float2 edgeDist = min(input.uv, 1.0 - input.uv);
float closestEdge = min(edgeDist.x, edgeDist.y);
float borderfw = fwidth(closestEdge);
// Creates a solid border with a smooth antialiased inner falloff
float borderMask = 1.0 - smoothstep(_OuterBorderWidth - borderfw, _OuterBorderWidth + borderfw, closestEdge);
// Lerp grid to border
finalColor = lerp(gridColor, _OuterBorderColor.rgb, borderMask);
finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
#endif
// Apply URP Fog
finalColor = MixFog(finalColor, input.fogFactor);
return half4(finalColor, finalAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}