This commit is contained in:
2025-06-16 15:14:23 +02:00
commit 074e590073
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Shader "Mirror/NetworkGraphLines"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Width ("Width", Int) = 0
_LineWidth ("Line Width", Float) = 0.005
_CategoryCount ("CategoryCount", Int) = 0
_MaxValue ("MaxValue", Float) = 1
_DataStart ("DataStart", Int) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex; // we dont use this, but unitys ui library expects the shader to have a texture
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
uint _Width;
half _LineWidth;
uint _CategoryCount;
uint _MaxValue;
uint _DataStart;
half _GraphData[64 /* max. 128 points */ * 8 /* max 8 categories */];
half4 _CategoryColors[8 /* max 8 categories */];
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
// Helper function to calculate the shortest distance from a point (p) to a line segment (from a to b)
float distanceToLineSegment(float2 p, float2 a, float2 b)
{
float2 ab = b - a;
float2 ap = p - a;
float t = saturate(dot(ap, ab) / dot(ab, ab));
// Clamp t between 0 and 1 to ensure we stay within the segment
float2 closestPoint = a + t * ab; // Find the closest point on the line segment
return length(p - closestPoint); // Return the distance from p to the closest point on the line
}
fixed4 frag(v2f IN) : SV_Target
{
uint wCur = (uint)(IN.texcoord.x * _Width);
uint wMin = wCur == 0 ? 0 : wCur - 1;
uint wMax = wCur == _Width - 1 ? wCur : wCur + 1;
float2 screenSize = _ScreenParams.xy;
// this scaling only works if the object is flat and not rotated - but thats fine
float2 pixelScale = float2(1 / ddx(IN.texcoord.x), 1 / ddy(IN.texcoord.y));
float2 screenSpaceUV = IN.texcoord * pixelScale;
half4 color = half4(0, 0, 0, 0);
// Loop through the graph's points
bool colored = false;
for (uint wNonOffset = wMin; wNonOffset < wMax && !colored; wNonOffset++)
{
uint w = (wNonOffset + _DataStart) % _Width;
// previous entry, unless it's the start, then we clamp to start
uint nextW = (w + 1) % _Width;
float texPosCurrentX = float(wNonOffset) / _Width;
float texPosPrevX = texPosCurrentX + 1.0f / _Width;
for (uint c = 0; c < _CategoryCount; c++)
{
float categoryValueCurrent = _GraphData[w * _CategoryCount + c] / _MaxValue;
float categoryValueNext = _GraphData[nextW * _CategoryCount + c] / _MaxValue;
float2 pointCurrent = float2(texPosCurrentX, categoryValueCurrent);
float2 pointNext = float2(texPosPrevX, categoryValueNext);
float distance = distanceToLineSegment(screenSpaceUV, pointCurrent * pixelScale,
pointNext * pixelScale);
if (distance < _LineWidth)
{
color = _CategoryColors[c];
colored = true;
break;
}
}
}
color *= IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}