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HoloAnatomy / Assets / HoloToolkit / SpatialUnderstanding / Materials / SpatialUnderstandingSurface.shader
SURFACEBOOK2\jackwynne on 25 May 2018 4 KB v1
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

Shader "MixedRealityToolkit/SpatialUnderstanding/Understanding"
{
   Properties
   {
      _BaseColor("Base color", Color) = (0.0, 0.0, 0.0, 1.0)
      _WireColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
      _Falloff_Scale("Fall off scale", Range(0, 1)) = 0.5
      _Falloff_Dst_Min("Fall off dst min", Range(0, 15)) = 2.0
      _Falloff_Dst_Max("Fall off dst max", Range(0, 15)) = 6.0
      _WireThickness("Wire thickness", Range(0, 800)) = 100
   }
   SubShader
   {
       Tags { "RenderType" = "Opaque" }

       Pass {
           Offset 50, 100

           CGPROGRAM

           #pragma vertex vert
           #pragma geometry geom
           #pragma fragment frag
           #include "UnityCG.cginc"

           float4 _BaseColor;
           float4 _WireColor;
           float _Falloff_Dst_Min;
           float _Falloff_Dst_Max;
           float _Falloff_Scale;
           float _WireThickness;

           // Based on approach described in "Shader-Based Wireframe Drawing", http://cgg-journal.com/2008-2/06/index.html
           struct v2g
           {
               float4 viewPos : SV_POSITION;
               UNITY_VERTEX_OUTPUT_STEREO
           };

           v2g vert(appdata_base v)
           {
               v2g o;
               UNITY_SETUP_INSTANCE_ID(v);
               o.viewPos = UnityObjectToClipPos(v.vertex);
               UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
               return o;
           }

           // inverseW is to counter-act the effect of perspective-correct interpolation so that the lines look the same thickness
           // regardless of their depth in the scene.
           struct g2f {
               float4 viewPos : SV_POSITION;
               float inverseW : TEXCOORD0;
               float3 dist : TEXCOORD1;
               UNITY_VERTEX_OUTPUT_STEREO
           };

           [maxvertexcount(3)]
           void geom(triangle v2g i[3], inout TriangleStream<g2f> triStream)
           {
              // Calculate the vectors that define the triangle from the input points.
              float2 point0 = i[0].viewPos.xy / i[0].viewPos.w;
              float2 point1 = i[1].viewPos.xy / i[1].viewPos.w;
              float2 point2 = i[2].viewPos.xy / i[2].viewPos.w;

              // Calculate the area of the triangle.
              float2 vector0 = point2 - point1;
              float2 vector1 = point2 - point0;
              float2 vector2 = point1 - point0;
              float area = abs(vector1.x * vector2.y - vector1.y * vector2.x);

              float3 distScale[3];
              distScale[0] = float3(area / length(vector0), 0, 0);
              distScale[1] = float3(0, area / length(vector1), 0);
              distScale[2] = float3(0, 0, area / length(vector2));

              float wireScale = 800 - _WireThickness;

              // Output each original vertex with its distance to the opposing line defined
              // by the other two vertices.
              g2f o;

              [unroll]
              for (uint idx = 0; idx < 3; ++idx)
              {
                  o.viewPos = i[idx].viewPos;
                  o.inverseW = 1.0 / o.viewPos.w;
                  o.dist = distScale[idx] * o.viewPos.w * wireScale;
                  UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[idx], o);
                  triStream.Append(o);
              }
          }

          float4 frag(g2f i) : COLOR
          {
             // Calculate  minimum distance to one of the triangle lines, making sure to correct
             // for perspective-correct interpolation.
             float dist = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.inverseW;

             // Make the intensity of the line very bright along the triangle edges but fall-off very
             // quickly.
             float I = exp2(-2 * dist * dist);

             // Calculate the color fade by distance
             float fadeByDist = max(((_Falloff_Dst_Max - ((1 / i.inverseW) + _Falloff_Dst_Min)) / (_Falloff_Dst_Max - _Falloff_Dst_Min)), 0);

             // Fade out the alpha but not the color so we don't get any weird halo effects from
             // a fade to a different color.
             float4 color = (I * _WireColor + (1 - I) * _BaseColor) * lerp(_Falloff_Scale, 1, fadeByDist);
             color.a = I;

             return color;
         }

         ENDCG
      }
   }
   FallBack "Diffuse"
}