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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc')
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc107
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc
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+#include "aline_common.cginc"
+
+struct LineData {
+ float3 start;
+ uint joinHintInstanceIndex;
+ float3 end;
+ float width;
+ float4 color;
+};
+
+static float2 vertexToSide[6] = {
+ float2(-1, -1),
+ float2(1, -1),
+ float2(1, 1),
+
+ float2(-1, -1),
+ float2(1, 1),
+ float2(-1, 1),
+};
+
+struct line_v2f {
+ half4 col : COLOR;
+ noperspective float lineWidth: TEXCOORD3;
+ noperspective float uv : TEXCOORD4;
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+// d = normalized distance to line
+float lineAA(float d) {
+ d = max(min(d, 1.0), 0) * 1.116;
+ float v = 0.93124*d*d*d - 1.42215*d*d - 0.42715*d + 0.95316;
+ v /= 0.95316;
+ return max(v, 0);
+}
+
+
+float calculateLineAlpha(line_v2f i, float pixelWidth, float falloffTextureScreenPixels) {
+ float dist = abs((i.uv - 0.5)*2);
+ float falloffFractionOfWidth = falloffTextureScreenPixels/(pixelWidth*0.5);
+ float a = lineAA((abs(dist) - (1 - falloffFractionOfWidth))/falloffFractionOfWidth);
+ return a;
+}
+
+line_v2f line_vert (appdata_color v, float pixelWidth, float lengthPadding, out float4 outpos : SV_POSITION) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ line_v2f o;
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ float4 Mv = TransformObjectToHClip(v.vertex.xyz);
+ // float4 Mv = UnityObjectToClipPos(v.vertex);
+ float3 n = normalize(v.normal);
+ float4 Mn = UnityObjectToClipDirection(n);
+
+ // delta is the limit value of doing the calculation
+ // x1 = M*v
+ // x2 = M*(v + e*n)
+ // lim e->0 (x2/x2.w - x1/x1.w)/e
+ // Where M = UNITY_MATRIX_MVP, v = v.vertex, n = v.normal, e = a very small value
+ // We can calculate this limit as follows
+ // lim e->0 (M*(v + e*n))/(M*(v + e*n)).w - M*v/(M*v).w / e
+ // lim e->0 ((M*v).w*M*(v + e*n))/((M*v).w * (M*(v + e*n)).w) - M*v*(M*(v + e*n)).w/((M*(v + e*n)).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*(v + e*n) - M*v*(M*(v + e*n)).w)/((M*v).w * (M*(v + e*n)).w) / e
+ // lim e->0 ((M*v).w*M*(v + e*n) - M*v*(M*(v + e*n)).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*v + (M*v).w*e*n - M*v*(M*(v + e*n)).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*v + (M*v).w*e*n - M*v*(M*v).w - M*v*(M*e*n).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*e*n - M*v*(M*e*n).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*n - M*v*(M*n).w)/((M*v).w * (M*v).w)
+ // lim e->0 M*n/(M*v).w - (M*v*(M*n).w)/((M*v).w * (M*v).w)
+
+ // Previously the above calculation was done with just e = 0.001, however this could yield graphical artifacts
+ // at large coordinate values as the floating point coordinates would start to run out of precision.
+ // Essentially we calculate the normal of the line in screen space.
+ float4 delta = (Mn - Mv*Mn.w/Mv.w) / Mv.w;
+
+ // The delta (direction of the line in screen space) needs to be normalized in pixel space.
+ // Otherwise it would look weird when stretched to a non-square viewport
+ delta.xy *= _ScreenParams.xy;
+ delta.xy = normalize(delta.xy);
+ // Handle DirectX properly. See https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
+ float2 normalizedScreenSpaceNormal = float2(-delta.y, delta.x) * _ProjectionParams.x;
+ float2 screenSpaceNormal = normalizedScreenSpaceNormal / _ScreenParams.xy;
+ float4 sn = float4(screenSpaceNormal.x, screenSpaceNormal.y, 0, 0);
+
+ // Left (-1) or Right (1) of the line
+ float side = (v.uv.x - 0.5)*2;
+ // Make the line wide
+ outpos = (Mv / Mv.w) + side*sn*pixelWidth*0.5;
+
+ // -1 or +1 if this vertex is at the start or end of the line respectively.
+ float forwards = (v.uv.y - 0.5)*2;
+ // Add some additional length to the line (usually on the order of 0.5 px)
+ // to avoid occational 1 pixel holes in sequences of contiguous lines.
+ outpos.xy += forwards*(delta.xy / _ScreenParams.xy)*0.5*lengthPadding;
+
+ // Multiply by w because homogeneous coordinates (it still needs to be clipped)
+ outpos *= Mv.w;
+ o.lineWidth = pixelWidth;
+ o.uv = v.uv.x;
+ return o;
+}
+
+line_v2f line_vert_raw (appdata_color v, float4 tint, float pixelWidth, float lengthPadding, out float4 outpos) {
+ pixelWidth *= length(v.normal);
+ line_v2f o = line_vert(v, pixelWidth, lengthPadding, outpos);
+ o.col = v.color * tint;
+ o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb);
+ return o;
+} \ No newline at end of file