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DMD3502-Cutscene-JacobTomassi/Cutscene/Assets/LowpolySimpleHouse/PostProcessing/Editor Resources/UI/Trackball.shader
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Shader "Hidden/Post FX/UI/Trackball" | |
{ | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
#define PI 3.14159265359 | |
#define PI2 6.28318530718 | |
float _Offset; | |
float _DisabledState; | |
float2 _Resolution; // x: size, y: size / 2 | |
float3 HsvToRgb(float3 c) | |
{ | |
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); | |
} | |
float4 CreateWheel(v2f_img i, float crossColor, float offsetColor) | |
{ | |
const float kHueOuterRadius = 0.45; | |
const float kHueInnerRadius = 0.38; | |
const float kLumOuterRadius = 0.495; | |
const float kLumInnerRadius = 0.48; | |
float4 color = (0.0).xxxx; | |
float2 uvc = i.uv - (0.5).xx; | |
float dist = sqrt(dot(uvc, uvc)); | |
float delta = fwidth(dist); | |
float angle = atan2(uvc.x, uvc.y); | |
// Cross | |
{ | |
float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0; | |
float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0; | |
float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0); | |
vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius); | |
float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0); | |
hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius); | |
color += hline.xxxx * (1.0).xxxx; | |
color += vline.xxxx * (1.0).xxxx; | |
color = saturate(color); | |
color *= half4((crossColor).xxx, 0.05); | |
} | |
// Hue | |
{ | |
float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist); | |
float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist); | |
float hue = angle; | |
hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2; | |
float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0); | |
color += lerp((0.0).xxxx, c, alphaIn - alphaOut); | |
} | |
// Offset | |
{ | |
float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist); | |
float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist); | |
float4 c = float4((offsetColor).xxx, 1.0); | |
float a = PI * _Offset; | |
if (_Offset >= 0 && angle < a && angle > 0.0) | |
c = float4((1.0).xxx, 0.5); | |
else if (angle > a && angle < 0.0) | |
c = float4((1.0).xxx, 0.5); | |
color += lerp((0.0).xxxx, c, alphaIn - alphaOut); | |
} | |
return color * _DisabledState; | |
} | |
float4 FragTrackballDark(v2f_img i) : SV_Target | |
{ | |
return CreateWheel(i, 1.0, 0.15); | |
} | |
float4 FragTrackballLight(v2f_img i) : SV_Target | |
{ | |
return CreateWheel(i, 0.0, 0.3); | |
} | |
ENDCG | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
// (0) Dark skin | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment FragTrackballDark | |
ENDCG | |
} | |
// (1) Light skin | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment FragTrackballLight | |
ENDCG | |
} | |
} | |
} |