Shader "Universal Render Pipeline/VR/SpatialMapping/Wireframe" { Properties { _WireThickness ("Wire Thickness", RANGE(0, 800)) = 100 } SubShader { Tags {"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } LOD 100 Pass { Name "Spatial Mapping Wireframe" // Wireframe shader based on the the following // http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf HLSLPROGRAM #pragma require geometry #pragma vertex vert #pragma geometry geom #pragma fragment frag // ------------------------------------- // Unity defined keywords #pragma multi_compile_instancing #include "UnlitInput.hlsl" float _WireThickness; struct Attributes { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2g { float4 projectionSpaceVertex : SV_POSITION; float4 worldSpacePosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2g vert(Attributes input) { v2g output = (v2g)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.projectionSpaceVertex = vertexInput.positionCS; output.worldSpacePosition = mul(UNITY_MATRIX_M, input.positionOS); return output; } struct g2f { float4 projectionSpaceVertex : SV_POSITION; float4 worldSpacePosition : TEXCOORD0; float4 dist : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; [maxvertexcount(3)] void geom(triangle v2g i[3], inout TriangleStream triangleStream) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i[0]); float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w; float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w; float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w; float2 edge0 = p2 - p1; float2 edge1 = p2 - p0; float2 edge2 = p1 - p0; // To find the distance to the opposite edge, we take the // formula for finding the area of a triangle Area = Base/2 * Height, // and solve for the Height = (Area * 2)/Base. // We can get the area of a triangle by taking its cross product // divided by 2. However we can avoid dividing our area/base by 2 // since our cross product will already be double our area. float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); float wireThickness = 800 - _WireThickness; g2f o; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.worldSpacePosition = i[0].worldSpacePosition; o.projectionSpaceVertex = i[0].projectionSpaceVertex; o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness; o.dist.w = 1.0 / o.projectionSpaceVertex.w; triangleStream.Append(o); o.worldSpacePosition = i[1].worldSpacePosition; o.projectionSpaceVertex = i[1].projectionSpaceVertex; o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness; o.dist.w = 1.0 / o.projectionSpaceVertex.w; triangleStream.Append(o); o.worldSpacePosition = i[2].worldSpacePosition; o.projectionSpaceVertex = i[2].projectionSpaceVertex; o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness; o.dist.w = 1.0 / o.projectionSpaceVertex.w; triangleStream.Append(o); } half4 frag(g2f i) : SV_Target { float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3]; // Early out if we know we are not on a line segment. if(minDistanceToEdge > 0.9) { return half4(0,0,0,0); } // Smooth our line out float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge); const half4 colors[11] = { half4(1.0, 1.0, 1.0, 1.0), // White half4(1.0, 0.0, 0.0, 1.0), // Red half4(0.0, 1.0, 0.0, 1.0), // Green half4(0.0, 0.0, 1.0, 1.0), // Blue half4(1.0, 1.0, 0.0, 1.0), // Yellow half4(0.0, 1.0, 1.0, 1.0), // Cyan/Aqua half4(1.0, 0.0, 1.0, 1.0), // Magenta half4(0.5, 0.0, 0.0, 1.0), // Maroon half4(0.0, 0.5, 0.5, 1.0), // Teal half4(1.0, 0.65, 0.0, 1.0), // Orange half4(1.0, 1.0, 1.0, 1.0) // White }; float cameraToVertexDistance = length(_WorldSpaceCameraPos - i.worldSpacePosition.xyz); int index = clamp(floor(cameraToVertexDistance), 0, 10); half4 wireColor = colors[index]; half4 finalColor = lerp(float4(0,0,0,1), wireColor, t); finalColor.a = t; return finalColor; } ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" }