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