Skip to content

Instantly share code, notes, and snippets.

@bgolus
Last active March 5, 2024 10:53
Show Gist options
  • Star 1 You must be signed in to star a gist
  • Fork 1 You must be signed in to fork a gist
  • Save bgolus/61907b65aa3461a8bb1c21a49dbb46d2 to your computer and use it in GitHub Desktop.
Save bgolus/61907b65aa3461a8bb1c21a49dbb46d2 to your computer and use it in GitHub Desktop.
Triplanar version of the Pristine Grid shader https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
Shader "Pristine Triplanar Grid"
{
Properties
{
[KeywordEnum(World,Object,ObjectAlignedWorld)] _GridSpace ("Grid Space", Float) = 0.0
_GridScale ("Grid Scale", Float) = 1.0
[Toggle(USE_VERTEX_NORMALS)] _UseVertexNormals ("Use Vertex Normals", Float) = 0.0
[Toggle] _ShowOnlyTwo ("Show Only Two Grid Axis", Float) = 0.0
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01
_LineWidthZ ("Line Width Y", Range(0,1.0)) = 0.01
_LineColor ("Line Color", Color) = (1,1,1,1)
_BaseColor ("Base Color", Color) = (0,0,0,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma shader_feature _ USE_VERTEX_NORMALS
#pragma shader_feature _ _GRIDSPACE_OBJECT _GRIDSPACE_OBJECTALIGNEDWORLD
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 uvw : TEXCOORD0;
#if defined(USE_VERTEX_NORMALS)
float3 normal : TEXCOORD1;
#endif
};
float _GridScale;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
#if defined(_GRIDSPACE_OBJECTALIGNEDWORLD)
float3 scale = float3(
length(unity_ObjectToWorld._m00_m10_m20),
length(unity_ObjectToWorld._m01_m11_m21),
length(unity_ObjectToWorld._m02_m12_m22)
);
#endif
#if defined(USE_VERTEX_NORMALS)
#if defined(_GRIDSPACE_OBJECTALIGNEDWORLD)
o.normal = normalize(v.normal / scale);
#elif defined(_GRIDSPACE_OBJECT)
o.normal = v.normal;
#else // _GRIDSPACE_WORLD
o.normal = UnityObjectToWorldNormal(v.normal);
#endif
#endif
#if defined(_GRIDSPACE_OBJECTALIGNEDWORLD)
o.uvw = v.vertex.xyz * scale;
#elif defined(_GRIDSPACE_OBJECT)
o.uvw = v.vertex.xyz;
#else // _GRIDSPACE_WORLD
// trick to reduce visual artifacts when far from the world origin
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
float3 cameraCenteringOffset = floor(_WorldSpaceCameraPos * _GridScale);
o.uvw = worldPos * _GridScale - cameraCenteringOffset;
#endif
return o;
}
bool _UseDerivNormals, _ShowOnlyTwo;
float _LineWidthX, _LineWidthY, _LineWidthZ;
half4 _LineColor, _BaseColor;
fixed4 frag (v2f i) : SV_Target
{
#if defined(USE_VERTEX_NORMALS)
float3 blendNormal = abs(normalize(i.normal));
#else
float3 blendNormal = abs(normalize(cross(ddy(i.uvw), ddx(i.uvw))));
#endif
float3 uvw = i.uvw;
float3 lineWidth = float3(_LineWidthX, _LineWidthY, _LineWidthZ);
// adjust line width based on surface angle
// this is a cos to sin conversion
lineWidth *= sqrt(saturate(1.0 - blendNormal * blendNormal));
float3 uvwDDX = ddx(uvw);
float3 uvwDDY = ddy(uvw);
float3 uvwDeriv = float3(
length(float2(uvwDDX.x,uvwDDY.x)),
length(float2(uvwDDX.y,uvwDDY.y)),
length(float2(uvwDDX.z,uvwDDY.z))
);
uvwDeriv = max(uvwDeriv, 0.00001);
bool3 invertLine = lineWidth > 0.5;
float3 targetWidth = invertLine ? 1.0 - lineWidth : lineWidth;
float3 drawWidth = clamp(targetWidth, uvwDeriv, 0.5);
float3 lineAA = uvwDeriv * 1.5;
float3 gridUV = abs(frac(uvw) * 2.0 - 1.0);
gridUV = invertLine ? gridUV : 1.0 - gridUV;
float3 grid3 = smoothstep(drawWidth + lineAA, drawWidth - lineAA, gridUV);
grid3 *= saturate(targetWidth / drawWidth);
grid3 = lerp(grid3, targetWidth, saturate(uvwDeriv * 2.0 - 1.0));
grid3 = invertLine ? 1.0 - grid3 : grid3;
// return float4(grid3, 1.0);
float3 blendFactor = blendNormal / dot(float3(1,1,1), blendNormal);
float3 blendFwidth = max(fwidth(blendFactor), 0.0001);
// 0.8 is an arbitrary offset to hide the line when the surface is
// almost axis aligned
float3 blendEdge = 0.8;
// otherwise limit to two lines
if (_ShowOnlyTwo)
blendEdge = float3(
max(blendFactor.y, blendFactor.z),
max(blendFactor.x, blendFactor.z),
max(blendFactor.x, blendFactor.y)
);
grid3 *= saturate((blendEdge - blendFactor) / blendFwidth + 1.0);
float grid = lerp(lerp(grid3.x, 1.0, grid3.y), 1.0, grid3.z);
// accurate way handle colored grid in gamma color space
#if defined(UNITY_COLORSPACE_GAMMA)
half4 linearBaseColor = half4(GammaToLinearSpace(_BaseColor.rgb), _BaseColor.a);
half4 linearLineColor = half4(GammaToLinearSpace(_LineColor.rgb), _LineColor.a);
half4 col = lerp(linearBaseColor, linearLineColor, grid * _LineColor.a);
return half4(LinearToGammaSpace(col.rgb), col.a);
#endif
// 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