diff options
| author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 | 
|---|---|---|
| committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 | 
| commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
| tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources | |
| parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff) | |
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources')
26 files changed, 1256 insertions, 0 deletions
| diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc new file mode 100644 index 0000000..0064240 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc @@ -0,0 +1,76 @@ + +#ifdef UNITY_HDRP +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + +// Unity does not define the UNITY_DECLARE_TEX2D macro when using HDRP, at least at the time of writing this. +// But luckily HDRP is only supported on platforms where separate sampler states are supported, so we can define it like this. +#if !defined(UNITY_DECLARE_TEX2D) +// This is copied from com.unity.shadergraph@14.0.6/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/HLSLSupportShim.hlsl +#define UNITY_DECLARE_TEX2D(tex) TEXTURE2D(tex); SAMPLER(sampler##tex) +#endif + +#if !defined(UNITY_SAMPLE_TEX2D) +#define UNITY_SAMPLE_TEX2D(tex,coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) +#endif + +// This is not defined in HDRP either, but we do know that HDRP only supports these platforms (at least I think so...) +#define UNITY_SEPARATE_TEXTURE_SAMPLER + +#else +#include "UnityCG.cginc" + +// These exist in the render pipelines, but not in UnityCG +float4 TransformObjectToHClip(float3 x) { +	return UnityObjectToClipPos(float4(x, 1.0)); +} + +half3 FastSRGBToLinear(half3 sRGB) { +	return GammaToLinearSpace(sRGB); +} +#endif + +// Tranforms a direction from object to homogenous space +inline float4 UnityObjectToClipDirection(in float3 pos) { +	// More efficient than computing M*VP matrix product +	return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 0))); +} + +float lengthsq(float3 v) { +	return dot(v,v); +} + +float4 ComputeScreenPos (float4 pos, float projectionSign) +{ +  float4 o = pos * 0.5f; +  o.xy = float2(o.x, o.y * projectionSign) + o.w; +  o.zw = pos.zw; +  return o; +} + + +// Converts to linear space from sRGB if linear is the current color space +inline float3 ConvertSRGBToDestinationColorSpace(float3 sRGB) { +#ifdef UNITY_COLORSPACE_GAMMA +	return sRGB; +#else +	return FastSRGBToLinear(sRGB); +#endif +} + +struct appdata_color { +	float4 vertex : POSITION; +	half4 color : COLOR; +	float3 normal : NORMAL; +	float2 uv : TEXCOORD0; +	UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +// Unity sadly does not include a bias macro for texture sampling. +#if defined(UNITY_SEPARATE_TEXTURE_SAMPLER) +#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex.SampleBias(sampler##tex, uv, bias) +#else +#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex2Dbias(float4(uv, 0, bias)) +#endif diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta new file mode 100644 index 0000000..51714ad --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1b135520270114849b121a628fe61ba8 +timeCreated: 1472987846 +licenseType: Store +ShaderImporter: +  defaultTextures: [] +  userData:  +  assetBundleName:  +  assetBundleVariant:  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 new file mode 100644 index 0000000..064f311 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc @@ -0,0 +1,107 @@ +#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 diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta new file mode 100644 index 0000000..3d3f3ea --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 605d8a659194d1a2695d7c0ecd7f1c36 +ShaderImporter: +  externalObjects: {} +  defaultTextures: [] +  nonModifiableTextures: [] +  preprocessorOverride: 0 +  userData:  +  assetBundleName:  +  assetBundleVariant:  diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc new file mode 100644 index 0000000..8d44d01 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc @@ -0,0 +1,21 @@ +#include "aline_common.cginc" + +struct v2f { +    float4  pos : SV_POSITION; +    float4 col : COLOR; +    float2 uv : TEXCOORD0; +    UNITY_VERTEX_OUTPUT_STEREO +}; + +v2f vert_base (appdata_color v, float4 tint, float scale) { +    UNITY_SETUP_INSTANCE_ID(v); +    v2f o; +    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); +    o.pos = TransformObjectToHClip(v.vertex.xyz); + +    float4 worldSpace = mul(UNITY_MATRIX_M, v.vertex); +    o.uv = float2 (worldSpace.x*scale,worldSpace.z*scale); +    o.col = v.color * tint; +    o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb); +    return o; +} diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta new file mode 100644 index 0000000..ee2358d --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 74e11d375a4c443bebed3fd6b0bb0e10 +ShaderImporter: +  externalObjects: {} +  defaultTextures: [] +  nonModifiableTextures: [] +  preprocessorOverride: 0 +  userData:  +  assetBundleName:  +  assetBundleVariant:  diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc new file mode 100644 index 0000000..026d4f1 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc @@ -0,0 +1,107 @@ +#include "aline_common.cginc" + +float4 _Color; +float4 _FadeColor; +UNITY_DECLARE_TEX2D(_MainTex); +UNITY_DECLARE_TEX2D(_FallbackTex); +float _FallbackAmount; +float _TransitionPoint; +float _MipBias; +float _GammaCorrection; + +struct vertex { +    float4 pos : POSITION; +    float4 color : COLOR; +    float2 uv : TEXCOORD0; +    UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct v2f { +    float4 col : COLOR; +    float2 uv: TEXCOORD0; +    UNITY_VERTEX_OUTPUT_STEREO +}; + +v2f vert_base (vertex v, float4 tint, out float4 outpos : SV_POSITION) { +    UNITY_SETUP_INSTANCE_ID(v); +    v2f o; +    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); +    o.uv = v.uv; +    o.col = v.color * tint; +    o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb); +    outpos = TransformObjectToHClip(v.pos.xyz); +    return o; +} + +// float getAlpha2(float2 uv) { +// 	const float textureWidth = 1024; +// 	float pixelSize = 0.5 * length(float2(ddx(uv.x), ddy(uv.x))) * textureWidth; + +// 	// Depends on texture generation settings +// 	const float falloffPixels = 5; + +// 	float sample = UNITY_SAMPLE_TEX2D(_MainTex, uv).a; +// 	// float scale = 1.0 / fwidth(sample); +// 	float signedDistance1 = (0.5 - sample) * falloffPixels; +// 	float signedDistance2 = signedDistance1 / pixelSize; + +// 	return lineAA(signedDistance2 + 0.5); +// 	// float signedDistance = (sample - 0.5) * scale; +// 	// return fwidth(sample) * 10; +// 	// Use two different distance thresholds to get dynamically stroked text +// 	// float color = clamp(signedDistance + 0.5, 0.0, 1.0); +// 	// return color; +// } + +float getAlpha(float2 uv) { +    float rawSignedDistance = UNITY_SAMPLE_TEX2D(_MainTex, uv).a; +    float scale = 1.0 / fwidth(rawSignedDistance); +    float thresholdedDistance = (rawSignedDistance - 0.5) * scale; +    float color = clamp(thresholdedDistance + 0.5, 0.0, 1.0); +    return color; +} + +// Shader modified from https://evanw.github.io/font-texture-generator/example-webgl/ +float4 frag (v2f i, float4 screenPos : VPOS) : SV_Target { +    // float halfpixelSize = 0.5 * 0.5 * length(float2(ddx(i.uv.x), ddy(i.uv.x))); +    // float fcolor0 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv).a; +    // float fcolor1 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(halfpixelSize * 0.6, halfpixelSize * 0.3)).a; +    // float fcolor2 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(-halfpixelSize * 0.3, halfpixelSize * 0.6)).a; +    // float fcolor3 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(-halfpixelSize * 0.6, -halfpixelSize * 0.3)).a; +    // float fcolor4 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(halfpixelSize * 0.3, -halfpixelSize * 0.6)).a; +    // float fallbackAlpha = (fcolor0 + fcolor1 + fcolor2 + fcolor3 + fcolor4) * 0.2; +    // Bias the texture sampling to use a lower mipmap level. This makes the text much sharper and clearer. +    float fallbackAlpha = UNITY_SAMPLE_TEX2D_BIAS(_FallbackTex, i.uv, _MipBias).a; + +    // The fallback is used for small font sizes. +    // Boost the alpha to make it more legible +    fallbackAlpha *= 1.2; + +    // Approximate size of one screen pixel in UV-space +    float pixelSize = length(float2(ddx(i.uv.x), ddy(i.uv.x))); +    // float pixelSize2 = length(float2(ddx(i.uv.y), ddy(i.uv.y))); + +    // float color0 = getAlpha(i.uv); +    // float color1 = getAlpha(i.uv + float2(halfpixelSize * 0.6, halfpixelSize * 0.3)); +    // float color2 = getAlpha(i.uv + float2(-halfpixelSize * 0.3, halfpixelSize * 0.6)); +    // float color3 = getAlpha(i.uv + float2(-halfpixelSize * 0.6, -halfpixelSize * 0.3)); +    // float color4 = getAlpha(i.uv + float2(halfpixelSize * 0.3, -halfpixelSize * 0.6)); +    // float color = (color0 + color1 + color2 + color3 + color4) * 0.2; + +    float sdfAlpha = getAlpha(i.uv); + +    // Transition from the SDF font to the fallback when the font's size on the screen +    // starts getting smaller than the size in the texture. +    float sdfTextureWidth = 1024; +    // How sharp the transition from sdf to fallback is. +    // A smaller value will make the transition cover a larger range of font sizes +    float transitionSharpness = 10; +    float blend = clamp(transitionSharpness*(_TransitionPoint*pixelSize*sdfTextureWidth - 1.0), 0, 1); + +    float alpha = lerp(sdfAlpha, fallbackAlpha, blend * _FallbackAmount); + +    float4 blendcolor = float4(1,1,1,1); +    // blendcolor = lerp(float4(0, 1, 0, 1), float4(1, 0, 0, 1), blend); + +    return blendcolor * i.col * float4(1, 1, 1, alpha); +}
\ No newline at end of file diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta new file mode 100644 index 0000000..699e27b --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a4bc56dd8cf7ec1bebb90e3a60d73472 +ShaderIncludeImporter: +  externalObjects: {} +  userData:  +  assetBundleName:  +  assetBundleVariant:  diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat new file mode 100644 index 0000000..4b6d156 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat @@ 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+Shader "Hidden/ALINE/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 +		_LengthPadding ("Length Padding (px)", Float) = 0 +	} + +	HLSLINCLUDE +	float4 _Color; +	float4 _FadeColor; +	float _PixelWidth; +	float _LengthPadding; + +	// Number of screen pixels that the _Falloff texture corresponds to +	static const float FalloffTextureScreenPixels = 2; + +	#pragma vertex vert +	#pragma fragment frag +	ENDHLSL + +	// First subshader is for the HighDefinitionRenderPipeline. +	// The shader contents are identical except that it defines UNTIY_HDRP. +	SubShader { +		PackageRequirements { +            "com.unity.render-pipelines.high-definition": "0.1" +        } +		Blend SrcAlpha OneMinusSrcAlpha +		ZWrite Off +		Offset -3, -50 +		Tags { "IgnoreProjector"="True" "RenderType"="Overlay" "RenderPipeline"="HighDefinitionRenderPipeline" } +		// With line joins some triangles can actually end up backwards, so disable culling +		Cull Off + +		// Render behind objects +		Pass { +			ZTest Greater + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_line.cginc" + +			line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) { +				return line_vert_raw(v, _Color * _FadeColor, _PixelWidth, _LengthPadding, outpos); +			} + +			half4 frag (line_v2f i, float4 screenPos : VPOS) : COLOR { +				return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels)); +			} +			ENDHLSL +		} + +		// First pass writes to the Z buffer where the lines have a pretty high opacity +		Pass { +			ZTest LEqual +			ZWrite On +			ColorMask 0 + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_line.cginc" + +			line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) { +				line_v2f o = line_vert_raw(v, float4(1,1,1,1), _PixelWidth, _LengthPadding, outpos); +				o.col = float4(1,1,1,1); +				return o; +			} + +			half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target { +				float a = calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels); +				if (a < 0.7) discard; +				return float4(1,1,1,a); +			} +			ENDHLSL +		} + +		// Render in front of objects +		Pass { +			ZTest LEqual + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_line.cginc" + +			line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) { +				return line_vert_raw(v, _Color, _PixelWidth, _LengthPadding, outpos); +			} + +			half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target { +				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); +				return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels)); +			} +			ENDHLSL +		} +	} + + +	SubShader { +		Blend SrcAlpha OneMinusSrcAlpha +		ZWrite Off +		Offset -3, -50 +		Tags { "IgnoreProjector"="True" "RenderType"="Overlay" } +		// With line joins some triangles can actually end up backwards, so disable culling +		Cull Off 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0.6568808, b: 0.6568808, a: 0.448} +    - _Low: {r: 1, g: 1, b: 1, a: 0.7} +    - _SpecColor: {r: 1, g: 1, b: 1, a: 1} +    - _Tint: {r: 1, g: 1, b: 1, a: 1} +    - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} +  m_BuildTextureStacks: [] +--- !u!1002 &2100001 +EditorExtensionImpl: +  serializedVersion: 6 diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta new file mode 100644 index 0000000..c96943f --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5ce51318bbfb1466188b929a68a6bd3a diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader new file mode 100644 index 0000000..37eec81 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader @@ -0,0 +1,174 @@ +Shader "Hidden/ALINE/Surface" { +	Properties { +		_Color ("Main Color", Color) = (1,1,1,0.5) +		_MainTex ("Texture", 2D) = "white" { } +		_Scale ("Scale", float) = 1 +		_FadeColor ("Fade Color", Color) = (1,1,1,0.3) +	} + +	HLSLINCLUDE +	float4 _MainTex_ST; +	float4 _Color; +	float4 _FadeColor; +	float _Scale; + +	#pragma vertex vert +	#pragma fragment frag +	ENDHLSL + +	// First subshader is for the HighDefinitionRenderPipeline. +	// The shader contents are identical except that it defines UNTIY_HDRP. +	SubShader { +		PackageRequirements { +            "com.unity.render-pipelines.high-definition": "0.1" +        } +		Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "RenderPipeline"="HighDefinitionRenderPipeline"} +		LOD 200 +		Offset -2, -20 +		Cull Off + +		Pass { +			// Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface +			Offset 0, 0 +			ZWrite On +			ColorMask 0 + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				if (i.col.a < 0.3) discard; +				return float4(1,1,1,1); +			} +			ENDHLSL +		} + + +		// Render behind +		Pass { +			ZWrite Off +			ZTest Greater +			Blend SrcAlpha OneMinusSrcAlpha + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color * _FadeColor, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col; +			} +			ENDHLSL + +		} + +		// Render in front +		Pass { +			ZWrite Off +			ZTest LEqual +			Blend SrcAlpha OneMinusSrcAlpha + +			HLSLPROGRAM +			#define UNITY_HDRP +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col; +			} +			ENDHLSL +		} +	} + +	SubShader { +		Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"} +		LOD 200 +		Offset -2, -20 +		Cull Off + +		Pass { +			// Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface +			Offset 0, 0 +			ZWrite On +			ColorMask 0 + +			HLSLPROGRAM +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				if (i.col.a < 0.3) discard; +				return float4(1,1,1,1); +			} +			ENDHLSL +		} + + +		// Render behind +		Pass { +			ZWrite Off +			ZTest Greater +			Blend SrcAlpha OneMinusSrcAlpha + +			HLSLPROGRAM +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color * _FadeColor, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col; +			} +			ENDHLSL + +		} + +		// Render in front +		Pass { +			ZWrite Off +			ZTest LEqual +			Blend SrcAlpha OneMinusSrcAlpha + +			HLSLPROGRAM +			#include "aline_common_surface.cginc" + +			UNITY_DECLARE_TEX2D(_MainTex); + +			v2f vert (appdata_color v) { +				return vert_base(v, _Color, _Scale); +			} + +			float4 frag (v2f i) : SV_Target { +				return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col; +			} +			ENDHLSL +		} +	} + +	Fallback Off +} diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta new file mode 100644 index 0000000..52f87d2 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6dad35c0b62e44c26ab244ad80deee1a diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader new file mode 100644 index 0000000..d308e80 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader @@ -0,0 +1,88 @@ +Shader "Hidden/ALINE/Font" { +	Properties { +		_Color ("Main Color", Color) = (1,1,1,0.5) +		_FadeColor ("Fade Color", Color) = (1,1,1,0.3) +		_MainTex ("Texture", 2D) = "white" {} +		_FallbackTex ("Fallback Texture", 2D) = "white" {} +		_FallbackAmount ("Fallback Amount", Range(0,1)) = 1.0 +		_TransitionPoint ("Transition Point", Range(0,5)) = 0.6 +		_MipBias ("Mip Bias", Range(-2,0)) = -1 +		_GammaCorrection ("Gamma Correction", Range(0,2)) = 1 +	} + +	// First subshader is for the HighDefinitionRenderPipeline. +	// The shader contents are identical except that it defines UNTIY_HDRP. +	SubShader { +		PackageRequirements { +            "com.unity.render-pipelines.high-definition": "0.1" +        } +		Blend SrcAlpha OneMinusSrcAlpha +		ZWrite Off +		Offset -3, -50 +		Cull Off +		Tags { "IgnoreProjector"="True" "RenderType"="Overlay" "RenderPipeline"="HighDefinitionRenderPipeline"} + +		Pass { +			ZTest Greater + +			HLSLPROGRAM +			#pragma vertex vert +			#pragma fragment frag +			#define UNITY_HDRP +			#include "aline_common_text.cginc" +			v2f vert (vertex v, out float4 outpos : SV_POSITION) { +				return vert_base(v, _Color * _FadeColor, outpos); +			} +			ENDHLSL +		} + +		Pass { +			ZTest LEqual + +			HLSLPROGRAM +			#pragma vertex vert +			#pragma fragment frag +			#define UNITY_HDRP +			#include "aline_common_text.cginc" +			v2f vert (vertex v, out float4 outpos : SV_POSITION) { +				return vert_base(v, _Color, outpos); +			} +			ENDHLSL +		} +	} + +	SubShader { +		Blend SrcAlpha OneMinusSrcAlpha +		ZWrite Off +		Offset -3, -50 +		Cull Off +		Tags { "IgnoreProjector"="True" "RenderType"="Overlay" } + +		Pass { +			ZTest Greater + +			HLSLPROGRAM +			#pragma vertex vert +			#pragma fragment frag +			#include "aline_common_text.cginc" +			v2f vert (vertex v, out float4 outpos : SV_POSITION) { +				return vert_base(v, _Color * _FadeColor, outpos); +			} +			ENDHLSL +		} + +		Pass { +			ZTest LEqual + +			HLSLPROGRAM +			#pragma vertex vert +			#pragma fragment frag +			#include "aline_common_text.cginc" +			v2f vert (vertex v, out float4 outpos : SV_POSITION) { +				return vert_base(v, _Color, outpos); +			} +			ENDHLSL +		} +	} +	Fallback Off +} diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta new file mode 100644 index 0000000..28b9a8c --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 537f9312ab33ad434a5484e558bbbca2 +timeCreated: 1442945130 +licenseType: Store +ShaderImporter: +  defaultTextures: [] +  userData:  +  assetBundleName:  +  assetBundleVariant:  | 
