reformat shader with Rider's improved formatting

this formatting and intellisense was not available when the Shader was originally developed
This commit is contained in:
Xevion
2020-11-09 10:18:39 -06:00
parent 6085dbf705
commit bca7e1f33f
2 changed files with 103 additions and 89 deletions

View File

@@ -63,7 +63,7 @@ Material:
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.5 - _Glossiness: 0.5
- _GlossyReflections: 1 - _GlossyReflections: 1
- _GridSize: 31 - _GridSize: 32
- _LineSize: 0.05 - _LineSize: 0.05
- _Metallic: 0 - _Metallic: 0
- _Mode: 0 - _Mode: 0

View File

@@ -1,106 +1,120 @@
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. // Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "PDT Shaders/TestGrid" { Shader "PDT Shaders/TestGrid"
Properties { {
_LineColor ("Line Color", Color) = (1,1,1,1) Properties
_InactiveColor ("Inactive Color", Color) = (0,0,0,0) {
_ActiveColor ("Active Color", Color) = (1,0,0,1) _LineColor ("Line Color", Color) = (1,1,1,1)
[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {} _InactiveColor ("Inactive Color", Color) = (0,0,0,0)
[IntRange] _GridSize("Grid Size", Range(1,100)) = 10 _ActiveColor ("Active Color", Color) = (1,0,0,1)
_LineSize("Line Size", Range(0,1)) = 0.15 [PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
} [IntRange] _GridSize("Grid Size", Range(1,100)) = 10
SubShader { _LineSize("Line Size", Range(0,1)) = 0.15
Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } }
LOD 200 SubShader
{
Tags
{
"Queue"="AlphaTest" "RenderType"="TransparentCutout"
}
LOD 200
CGPROGRAM CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types // Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows #pragma surface surf Standard fullforwardshadows
#pragma target 5.0 #pragma target 5.0
sampler2D _MainTex; sampler2D _MainTex;
struct Input { struct Input
float2 uv_MainTex; {
}; float2 uv_MainTex;
half _Glossiness = 0.0;
half _Metallic = 0.0;
float4 _LineColor;
float4 _InactiveColor;
float4 _ActiveColor;
static const float4 _gridColors[7] = {
float4(255 / 255.0, 255 / 255.0, 255 / 255.0, 1.0), // Empty
float4(0 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // Wall
float4(0 / 255.0, 255 / 255.0, 0 / 255.0, 1.0), // Start
float4(255 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // End
float4(252 / 255.0, 236 / 255.0, 3 / 255.0, 1.0), // Seen
float4(227 / 255.0, 65 / 255.0, 11 / 255.0, 1.0), // Expanded
float4(166 / 255.0, 2 / 255.0, 51 / 255.0, 1.0) // Path
}; };
float _GridSize; half _Glossiness = 0.0;
float _LineSize; half _Metallic = 0.0;
float4 _LineColor;
float4 _InactiveColor;
float4 _ActiveColor;
static const float4 _gridColors[7] = {
float4(255 / 255.0, 255 / 255.0, 255 / 255.0, 1.0), // Empty
float4(0 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // Wall
float4(0 / 255.0, 255 / 255.0, 0 / 255.0, 1.0), // Start
float4(255 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // End
float4(252 / 255.0, 236 / 255.0, 3 / 255.0, 1.0), // Seen
float4(227 / 255.0, 65 / 255.0, 11 / 255.0, 1.0), // Expanded
float4(166 / 255.0, 2 / 255.0, 51 / 255.0, 1.0) // Path
};
float _GridSize;
float _LineSize;
// DX11 needed to run shader at high grid sizes // DX11 needed to run shader at high grid sizes
#ifdef SHADER_API_D3D11 #ifdef SHADER_API_D3D11
StructuredBuffer<int> _values; StructuredBuffer<int> _values;
#else #else
float _values[1024]; float _values[1024];
#endif #endif
float _valueLength; float _valueLength;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling // #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here // put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props) UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) { void surf(Input IN, inout SurfaceOutputStandard o)
// Albedo comes from a texture tinted by color {
// Albedo comes from a texture tinted by color
float2 uv = IN.uv_MainTex; float2 uv = IN.uv_MainTex;
fixed4 c = float4(0.0,0.0,0.0,0.0); fixed4 c = float4(0.0, 0.0, 0.0, 0.0);
float gsize = floor(_GridSize); float gsize = floor(_GridSize);
gsize += _LineSize; gsize += _LineSize;
float2 id = float2(floor(uv.x/(1.0/gsize)), floor(uv.y/(1.0/gsize))); float2 id = float2(
floor(uv.x / (1.0 / gsize)), floor(uv.y / (1.0 / gsize))
);
float4 color = _InactiveColor; float4 color = _InactiveColor;
float brightness = _InactiveColor.w; float brightness = _InactiveColor.w;
// Line Color Check // Line Color Check
if (_LineSize > 0.0 && (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)){ if (_LineSize > 0.0 && (frac(uv.x * gsize) <= _LineSize || frac(uv.y * gsize) <= _LineSize))
color = _LineColor; {
brightness = color.w; color = _LineColor;
// Heatmap Value Fallback brightness = color.w;
} else { // Heatmap Value Fallback
float pos = id.y * _GridSize + id.x; }
if(pos < _valueLength) { else
float index = _values[pos]; {
color = _gridColors[index]; float pos = id.y * _GridSize + id.x;
// color = lerp(_InactiveColor, _ActiveColor, _values[pos]); if (pos < _valueLength)
brightness = color.w; {
} float index = _values[pos];
} color = _gridColors[index];
// color = lerp(_InactiveColor, _ActiveColor, _values[pos]);
brightness = color.w;
}
}
// Clip transparent spots using alpha cutout // Clip transparent spots using alpha cutout
if (brightness == 0.0) if (brightness == 0.0)
clip(c.a - 1.0); clip(c.a - 1.0);
o.Albedo = float4(color.x * brightness,color.y * brightness,color.z * brightness, brightness); o.Albedo = float4(color.x * brightness, color.y * brightness, color.z * brightness, brightness);
// Metallic and smoothness come from slider variables // Metallic and smoothness come from slider variables
o.Metallic = 0.0; o.Metallic = 0.0;
o.Smoothness = 0.0; o.Smoothness = 0.0;
o.Alpha = 0.0; o.Alpha = 0.0;
} }
ENDCG ENDCG
} }
FallBack "Diffuse" FallBack "Diffuse"
} }