#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; }