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| Shader "Unlit/InfiniteGrid" { Properties { _GridColor("Grid Color", Color) = (0.5294118, 0.8078431, 0.9803922, 1) _RingColor("Ring Color", Color) = (0.5, 0.5, 0.5, 1) [Toggle]_EnableRings("Enable Rings", Float) = 1 [KeywordEnum(Circle, Square)] _RingType("Ring Type", Float) = 0 _AnimationSpeed("Animation Speed", Float) = 1 _FromOrigin("From Origin", Float) = 600.0 } SubShader { Tags { "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
Pass { Name "InfiniteGrid" Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull off
HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#pragma shader_feature _RINGTYPE_CIRCLE _RINGTYPE_SQUARE
#pragma vertex Vert #pragma fragment frag
CBUFFER_START(UnityPerMaterial) half4 _GridColor; half4 _RingColor; float _EnableRings; float _AnimationSpeed; float _FromOrigin; CBUFFER_END
struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID };
struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO };
Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; }
#define tau 6.2831853
float2x2 makem2(float theta) { float c = cos(theta); float s = sin(theta); return float2x2(c, -s, s, c); }
float fbm(float2 p) { float z = 2.0; float rz = 0.0; float2 bp = p;
UNITY_UNROLL for (int i = 1; i < 6; i++) { rz += abs(-0.5 * 2.0 / z); z *= 2.0; p *= 2.0; } return rz; }
float dualfbm(float2 p) { float2 p2 = p * 0.7; float2 basis = float2(fbm(p2 - _Time.y * 0.1 * 1.6), fbm(p2 + _Time.y * 0.1 * 1.7)); basis = (basis - 0.5) * 0.2; p += basis;
return fbm(mul(p, makem2(_Time.y * 0.1 * 0.2))); }
float rectangle(float2 p) { float2 q = abs(p); float squareDist = max(q.x, q.y);
float r = log(sqrt(squareDist)); float ring = abs(fmod(r * 4.0, tau) - 3.14);
float edge = smoothstep(0.1, 0.5, ring); return edge * 3.0 + 0.2; }
float circ(float2 p) { float r = length(p); r = log(sqrt(r)); float ring = abs(fmod(r * 4.0, tau) - 3.14);
float edge = smoothstep(0.1, 0.5, ring); return edge * 3.0 + 0.2; }
half Grid(float2 uv) { float2 derivative = fwidth(uv); uv = frac(uv - 0.5); uv = abs(uv - 0.5); uv = uv / derivative; float min_value = min(uv.x, uv.y); half grid = 1.0 - min(min_value, 1.0); return grid; }
float computeViewZ(float3 pos) { float4 clip_space_pos = mul(UNITY_MATRIX_VP, float4(pos.xyz, 1.0)); float viewZ = clip_space_pos.w; return viewZ; }
half4 frag(Varyings varyings) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if UNITY_REVERSED_Z float depth = SampleSceneDepth(varyings.positionCS.xy); #else float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(varyings.positionCS.xy)); #endif
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float3 nearPositionWS = ComputeWorldSpacePosition(posInput.positionNDC, 1, UNITY_MATRIX_I_VP); float3 farPositionWS = ComputeWorldSpacePosition(posInput.positionNDC, 0, UNITY_MATRIX_I_VP);
float t = -nearPositionWS.y / (farPositionWS.y - nearPositionWS.y); half ground = step(0, t);
float3 positionWS = nearPositionWS + t * (farPositionWS - nearPositionWS); float3 cameraPos = _WorldSpaceCameraPos; float fromOrigin = abs(cameraPos.y);
float viewZ = computeViewZ(positionWS); float2 uv = positionWS.xz;
float fading = max(0.0, 1.0 - viewZ / _FromOrigin); half smallGrid = Grid(uv * 0.5) * lerp(1, 0, min(1.0, fromOrigin / 100)); half middleGrid = Grid(uv * 0.1) * lerp(1, 0, min(1.0, fromOrigin / 300)); half largeGrid = Grid(uv * 0.01) * lerp(1, 0, min(1.0, fromOrigin / 800));
half grid = smallGrid + middleGrid + largeGrid; float3 color = _GridColor.rgb;
if (_EnableRings > 0.5) { float2 p = uv; p *= 2; float rz = dualfbm(p);
p /= exp(fmod(_Time.y * _AnimationSpeed, 3.14159)); float ringEffect;
#if defined(_RINGTYPE_CIRCLE) ringEffect = pow(abs(0.1 - circ(p)), 0.9); #else ringEffect = pow(abs(0.1 - rectangle(p)), 0.9); #endif
rz *= ringEffect;
color = _RingColor / rz; color = pow(abs(color), half3(0.99, 0.99, 0.99));
float maxChannel = max(max(color.r, color.g), color.b); float blendFactor = smoothstep(0.5, 1.5, maxChannel);
color = lerp(_GridColor.rgb, color, blendFactor); }
return half4(color, ground * grid * fading * 0.5); } ENDHLSL } } }
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