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- //-----------------------------------------------------------------------
- // <copyright file="PlaneGrid.shader" company="Google LLC">
- //
- // Copyright 2019 Google LLC. All Rights Reserved.
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- //
- // </copyright>
- //-----------------------------------------------------------------------
- Shader "ARCore/PlaneGrid"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _GridColor ("Grid Color", Color) = (1.0, 1.0, 0.0, 1.0)
- _PlaneNormal ("Plane Normal", Vector) = (0.0, 0.0, 0.0)
- _UvRotation ("UV Rotation", float) = 30
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest on
- ZWrite off
- cull off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- fixed4 color : COLOR;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- fixed4 color : COLOR;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _GridColor;
- float3 _PlaneNormal;
- fixed _UvRotation;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- fixed cosr = cos(_UvRotation);
- fixed sinr = sin(_UvRotation);
- fixed2x2 uvrotation = fixed2x2(cosr, -sinr, sinr, cosr);
- // Construct two vectors that are orthogonal to the normal.
- // This arbitrary choice is not co-linear with either horizontal
- // or vertical plane normals.
- const float3 arbitrary = float3(1.0, 1.0, 0.0);
- float3 vec_u = normalize(cross(_PlaneNormal, arbitrary));
- float3 vec_v = normalize(cross(_PlaneNormal, vec_u));
- // Project vertices in world frame onto vec_u and vec_v.
- float2 plane_uv = float2(dot(v.vertex.xyz, vec_u), dot(v.vertex.xyz, vec_v));
- float2 uv = plane_uv * _MainTex_ST.xy;
- o.uv = mul(uvrotation, uv);
- o.color = v.color;
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- return fixed4(_GridColor.rgb, col.r * i.color.a);
- }
- ENDCG
- }
- }
- }
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