SDF experiments

feature-multiSDF
Andrew Cassidy 4 years ago
parent 545f0d538b
commit 0281759d5f

@ -0,0 +1,76 @@
Shader "ConformalDecals/SDF4test"
{
Properties
{
_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
_Color1("Color 1", Color) = (0,0,0,0)
_Color2("Color 2", Color) = (0,0,0,0)
_Color3("Color 3", Color) = (0,0,0,0)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Back
ZWrite On
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _Color1;
float4 _Color2;
float4 _Color3;
float _Smoothness;
float _Cutoff;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPosition : TEXCOORD1;
half3 worldNormal : TEXCOORD2;
};
v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = uv;
o.worldPosition = mul(unity_ObjectToWorld, vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 c = 0;
float4 s = tex2D(_MainTex,(i.uv));
s.rgb = s.rbg;
c = lerp(c, _Color1, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.r + s.g + s.b));
c = lerp(c, _Color2, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.g + s.b ));
c = lerp(c, _Color3, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.b ));
// if (s.r + s.g + s.b > 0.5) {
// if (s.r > s.g && s.r > s.b) c = _Color1;
// if (s.g > s.r && s.g > s.b) c = _Color2;
// if (s.b > s.g && s.b > s.r) c = _Color3;
// }
return c;
}
ENDCG
}
}
}
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