Last active
November 20, 2024 01:20
-
-
Save bgolus/455a3666188f12cf13189839480e7120 to your computer and use it in GitHub Desktop.
Infinite Grid shader with procedural grid with configurable divisions and major and minor lines markings.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Unlit/InfiniteGrid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_GridBias ("Grid Bias", Float) = 0.5 | |
_GridDiv ("Grid Divisions", Float) = 10.0 | |
_BaseColor ("Base Color", Color) = (0,0,0,1) | |
_LineColor ("Line Color", Color) = (1,1,1,1) | |
_LineWidth ("Line Width (in pixels)", Range(0,10)) = 0.33 | |
_MajorLineWidth ("Major Line Width (in pixels)", Range(0,10)) = 2.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float3 cameraPos : TEXCOORD1; | |
}; | |
bool _WorldUV; | |
float _GridScale, _GridDistScale; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz; | |
o.uv = (_WorldUV ? worldPos.xz : v.uv) * _GridScale; | |
if (UNITY_MATRIX_P[3][3] >= 1.0) // if ortographic | |
o.cameraPos = float3(0.0, 0.0, 1.0); | |
else // perspective | |
o.cameraPos = mul(UNITY_MATRIX_V, float4(worldPos, 1.0)).xyz; | |
// adjust for persp fov & ortho scale | |
o.cameraPos /= UNITY_MATRIX_P[1][1]; | |
return o; | |
} | |
half4 _LineColor, _BaseColor; | |
float _GridDiv, _GridBias, _LineWidth, _MajorLineWidth; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// number of divisions in the grid | |
float gridDiv = max(round(_GridDiv), 2.0); | |
// distance to surface (or orth scale) | |
// float viewLength = length(i.cameraPos); | |
// log length of view length | |
// float logLength = log(viewLength)/log(gridDiv) - _GridBias; | |
// optimization of the above two lines taking advantage of this fact: | |
// log(sqrt(value)) == 0.5 * log(value) | |
float logLength = (0.5 * log(dot(i.cameraPos, i.cameraPos)))/log(gridDiv) - _GridBias; | |
// get stepped log values | |
float logA = floor(logLength); | |
float logB = logA + 1.0; | |
float blendFactor = frac(logLength); | |
// scales for each UV set derived from log values | |
float uvScaleA = pow(gridDiv, logA); | |
float uvScaleB = pow(gridDiv, logB); | |
// scale each UV | |
float2 UVA = i.uv / uvScaleA; | |
float2 UVB = i.uv / uvScaleB; | |
// proceedural grid | |
// we use a third UV set for the grid to show major grid lines thicker | |
float logC = logA + 2.0; | |
float uvScaleC = pow(gridDiv, logC); | |
float2 UVC = i.uv / uvScaleC; | |
// proceedural grid UVs sawtooth to triangle wave | |
float2 gridUVA = 1.0 - abs(frac(UVA) * 2.0 - 1.0); | |
float2 gridUVB = 1.0 - abs(frac(UVB) * 2.0 - 1.0); | |
float2 gridUVC = 1.0 - abs(frac(UVC) * 2.0 - 1.0); | |
// adjust line width based on blend factor | |
float lineWidthA = _LineWidth * (1-blendFactor); | |
float lineWidthB = lerp(_MajorLineWidth, _LineWidth, blendFactor); | |
float lineWidthC = _MajorLineWidth * blendFactor; | |
// fade lines out when below 1 pixel wide | |
float lineFadeA = saturate(lineWidthA); | |
float lineFadeB = saturate(lineWidthB); | |
float lineFadeC = saturate(lineWidthC); | |
// get screen space derivatives of base UV | |
float2 uvLength = max(float2(length(float2(ddx(i.uv.x), ddy(i.uv.x))), length(float2(ddx(i.uv.y), ddy(i.uv.y)))), 0.00001); | |
// calculate UV space width for anti-aliasing | |
// This is done by scaling base UV rather than using derivatives of the pre-scaled UVs | |
// to avoid artifacts at scale discontinuity edges. Note, this intentionally does not | |
// into account the * 2.0 that was applied to the grid UVs so these are half derivs! | |
float2 lineAAA = uvLength / uvScaleA; | |
float2 lineAAB = uvLength / uvScaleB; | |
float2 lineAAC = uvLength / uvScaleC; | |
// use smoothstep to get nice anti-aliasing on lines | |
// line width * half deriv == 1.0 equals 1 pixel wide rather than 2 pixels wide | |
// +/- 1.5 * half deriv == +/- 0.75 pixel AA | |
float2 grid2A = smoothstep((lineWidthA + 1.5) * lineAAA, (lineWidthA - 1.5) * lineAAA, gridUVA); | |
float2 grid2B = smoothstep((lineWidthB + 1.5) * lineAAB, (lineWidthB - 1.5) * lineAAB, gridUVB); | |
float2 grid2C = smoothstep((lineWidthC + 1.5) * lineAAC, (lineWidthC - 1.5) * lineAAC, gridUVC); | |
// combine x and y grid lines together and apply < 1 pixel width fade | |
float gridA = saturate(grid2A.x + grid2A.y) * lineFadeA; | |
float gridB = saturate(grid2B.x + grid2B.y) * lineFadeB; | |
float gridC = saturate(grid2C.x + grid2C.y) * lineFadeC; | |
// combine all 3 grids together | |
float grid = saturate(gridA + max(gridB, gridC)); | |
// lerp between base and line color | |
return lerp(_BaseColor, _LineColor, grid * _LineColor.a); | |
} | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment