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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;
}