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@bgolus
Last active April 2, 2024 20:05
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Shader "Pristine Grid"
{
Properties
{
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0
_GridScale ("Grid Scale", Float) = 1.0
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01
_LineWidthY ("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 _ _UVMODE_MESHUV _UVMODE_WORLDX _UVMODE_WORLDZ // _UVMODE_WORLDY is default
#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;
};
float _GridScale;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
#if defined(_UVMODE_MESHUV)
o.uv = v.uv * _GridScale;
#else
// trick to reduce visual artifacts when far from the world origin
// keeps world position relative to a grid snapped camera position
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
float3 cameraCenteringOffset = floor(_WorldSpaceCameraPos * _GridScale);
float3 cameraSnappedWorldPos = worldPos * _GridScale - cameraCenteringOffset;
#if defined(_UVMODE_WORLDX)
o.uv = cameraSnappedWorldPos.xy;
#elif defined(_UVMODE_WORLDZ)
o.uv = cameraSnappedWorldPos.yz;
#else // defined(_UVMODE_WORLDY)
o.uv = cameraSnappedWorldPos.xz;
#endif
#endif
return o;
}
// grid function from Best Darn Grid article
float PristineGrid(float2 uv, float2 lineWidth)
{
lineWidth = saturate(lineWidth);
float4 uvDDXY = float4(ddx(uv), ddy(uv));
float2 uvDeriv = float2(length(uvDDXY.xz), length(uvDDXY.yw));
bool2 invertLine = lineWidth > 0.5;
float2 targetWidth = invertLine ? 1.0 - lineWidth : lineWidth;
float2 drawWidth = clamp(targetWidth, uvDeriv, 0.5);
float2 lineAA = max(uvDeriv, 0.000001) * 1.5;
float2 gridUV = abs(frac(uv) * 2.0 - 1.0);
gridUV = invertLine ? gridUV : 1.0 - gridUV;
float2 grid2 = smoothstep(drawWidth + lineAA, drawWidth - lineAA, gridUV);
grid2 *= saturate(targetWidth / drawWidth);
grid2 = lerp(grid2, targetWidth, saturate(uvDeriv * 2.0 - 1.0));
grid2 = invertLine ? 1.0 - grid2 : grid2;
return lerp(grid2.x, 1.0, grid2.y);
}
float _LineWidthX, _LineWidthY;
half4 _LineColor, _BaseColor;
fixed4 frag (v2f i) : SV_Target
{
float grid = PristineGrid(i.uv, float2(_LineWidthX, _LineWidthY));
// 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
// cheap way to handle colored grid in gamma color space
// accurate for black and white grid, wrong for anything else
// #if defined(UNITY_COLORSPACE_GAMMA)
// grid = LinearToGammaSpaceExact(grid);
// #endif
// lerp between base and line color
return lerp(_BaseColor, _LineColor, grid * _LineColor.a);
}
ENDCG
}
}
}
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