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2023-04-24 15:49:03 +02:00
Shader "Hidden/AstarPathfindingProject/Navmesh Outline" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0.5)
_FadeColor ("Fade Color", Color) = (1,1,1,0.3)
_PixelWidth ("Width (px)", Float) = 4
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Offset -2, -50
Pass {
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Navmesh.cginc"
float4 _Color;
float _PixelWidth;
// Number of screen pixels that the _Falloff texture corresponds to
static const float FalloffTextureScreenPixels = 2;
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
line_v2f o = line_vert(v, _PixelWidth, outpos);
o.col = v.color * _Color;
if (!IsGammaSpaceCompatibility()) {
o.col.rgb = GammaToLinearSpace(o.col.rgb);
}
return o;
}
half4 frag (line_v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : COLOR {
float2 p = (i.screenPos.xy/i.screenPos.w) - (i.originScreenPos.xy / i.originScreenPos.w);
// Handle DirectX properly. See https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
p.y *= _ProjectionParams.x;
float dist = dot(p*_ScreenParams.xy, i.normal) / _PixelWidth;
float FalloffFractionOfWidth = FalloffTextureScreenPixels/(_PixelWidth*0.5);
float a = lineAA((abs(dist*4) - (1 - FalloffFractionOfWidth))/FalloffFractionOfWidth);
return i.col * float4(1,1,1,a);
}
ENDCG
}
Pass {
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Navmesh.cginc"
float4 _Color;
float4 _FadeColor;
float _PixelWidth;
static const float FalloffTextureScreenPixels = 2;
line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
line_v2f o = line_vert(v, _PixelWidth, outpos);
o.col = v.color * _Color * _FadeColor;
if (!IsGammaSpaceCompatibility()) {
o.col.rgb = GammaToLinearSpace(o.col.rgb);
}
return o;
}
half4 frag (line_v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : COLOR {
float2 p = (i.screenPos.xy/i.screenPos.w) - (i.originScreenPos.xy / i.originScreenPos.w);
// Handle DirectX properly. See https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
p.y *= _ProjectionParams.x;
float dist = dot(p*_ScreenParams.xy, i.normal) / _PixelWidth;
float FalloffFractionOfWidth = FalloffTextureScreenPixels/(_PixelWidth*0.5);
float a = lineAA((abs(dist*4) - (1 - FalloffFractionOfWidth))/FalloffFractionOfWidth);
return i.col * float4(1,1,1,a);
}
ENDCG
}
}
Fallback Off
}