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Unity WorldSpace Grid Shader
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Shader "MaskableGrid" | |
{ | |
Properties | |
{ | |
_Mask ("Mask", 2D) = "white" {} | |
_GridThickness ("Grid Thickness", Float) = 0.01 | |
_GridSpacing ("Grid Spacing", Float) = 10.0 | |
_GridColour ("Grid Colour", Color) = (0.5, 1.0, 1.0, 1.0) | |
_BaseColour ("Base Colour", Color) = (0.0, 0.0, 0.0, 0.0) | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent" } | |
Pass | |
{ | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform sampler2D _Mask; | |
uniform float4 _Mask_ST; | |
uniform half _GridThickness; | |
uniform half _GridSpacing; | |
uniform half4 _GridColour; | |
uniform half4 _BaseColour; | |
struct vertexInput { | |
half4 vertex : POSITION; | |
half2 texcoord : TEXCOORD0; | |
}; | |
struct vertexOutput { | |
half4 pos : SV_POSITION; | |
half2 texcoord : TEXCOORD0; | |
half4 worldPos : TEXCOORD1; | |
}; | |
vertexOutput vert(vertexInput input) | |
{ | |
vertexOutput output; | |
output.pos = UnityObjectToClipPos(input.vertex); | |
output.texcoord = input.texcoord * _Mask_ST.xy + _Mask_ST.zw; | |
output.worldPos = mul(unity_ObjectToWorld, input.vertex); | |
return output; | |
} | |
half4 frag(vertexOutput input) : COLOR | |
{ | |
half4 color = (0, 0, 0, tex2D(_Mask, input.texcoord).a); | |
half offset = _GridThickness / 2; | |
half2 offsetWorldPos = half2(input.worldPos.x + offset, input.worldPos.y + offset); | |
if (frac(offsetWorldPos.x / _GridSpacing) < _GridThickness || frac(offsetWorldPos.y / _GridSpacing) < _GridThickness) | |
{ | |
color.rgb = _GridColour.rgb; | |
} | |
else | |
{ | |
color.rgb = _BaseColour.rgb; | |
color.a = color.a * _BaseColour.a; | |
} | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Grid_StencilMasked_Scrolling_LocalSpace" | |
{ | |
Properties | |
{ | |
_Mask ("Mask", 2D) = "white" {} | |
_GridThickness ("Grid Thickness", Float) = 0.01 | |
_GridSpacing ("Grid Spacing", Float) = 10.0 | |
_GridColour ("Grid Colour", Color) = (0.5, 1.0, 1.0, 1.0) | |
_BaseColour ("Base Colour", Color) = (0.0, 0.0, 0.0, 0.0) | |
_ScrollSpeedX ("Scroll Speed", Float) = 0 | |
_ScrollSpeedY ("Scroll Speed", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent" } | |
Pass | |
{ | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Stencil { Ref 2 ReadMask 2 Comp Equal } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform sampler2D _Mask; | |
uniform half4 _Mask_ST; | |
uniform half _GridThickness; | |
uniform half _GridSpacing; | |
uniform half4 _GridColour; | |
uniform half4 _BaseColour; | |
uniform half _ScrollSpeedX; | |
uniform half _ScrollSpeedY; | |
struct vertexInput { | |
half4 vertex : POSITION; | |
half2 texcoord : TEXCOORD0; | |
}; | |
struct vertexOutput { | |
half4 pos : SV_POSITION; | |
half2 texcoord : TEXCOORD0; | |
half4 localPos : TEXCOORD1; | |
}; | |
vertexOutput vert(vertexInput input) | |
{ | |
vertexOutput output; | |
output.pos = UnityObjectToClipPos(input.vertex); | |
output.texcoord = input.texcoord * _Mask_ST.xy + _Mask_ST.zw; | |
output.localPos.xy = input.vertex.xz; | |
return output; | |
} | |
half4 frag(vertexOutput input) : COLOR | |
{ | |
half4 color = (0, 0, 0, 1 - tex2D(_Mask, input.texcoord).a); | |
half offset = _GridThickness / 2; | |
half2 offsetLocalPos = half2(input.localPos.x + offset + _Time.y * _ScrollSpeedX, input.localPos.y + offset + _Time.y * _ScrollSpeedY); | |
if (frac(offsetLocalPos.x / _GridSpacing) < _GridThickness || frac(offsetLocalPos.y / _GridSpacing) < _GridThickness) | |
{ | |
color.rgb = _GridColour.rgb; | |
} | |
else | |
{ | |
color.rgb = _BaseColour.rgb; | |
color.a = color.a * _BaseColour.a; | |
} | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "GridUnmask" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent-1" "IgnoreProjector" = "True" "RenderType" = "Transparent" } | |
Pass | |
{ | |
Stencil { Ref 2 ReadMask 2 Comp Always Pass Replace} | |
Blend SrcAlpha OneMinusSrcAlpha | |
ZWrite Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform half4 _Color; | |
uniform sampler2D _MainTex; | |
uniform float4 _MainTex_ST; | |
struct vertexInput | |
{ | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct vertexOutput | |
{ | |
float4 pos : SV_POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
vertexOutput vert(vertexInput v) | |
{ | |
vertexOutput o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
half4 frag(vertexOutput i) : COLOR | |
{ | |
return 0; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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Shader "MaskableScrollingLocalSpaceGrid" | |
{ | |
Properties | |
{ | |
_Mask ("Mask", 2D) = "white" {} | |
_GridThickness ("Grid Thickness", Float) = 0.01 | |
_GridSpacing ("Grid Spacing", Float) = 10.0 | |
_GridColour ("Grid Colour", Color) = (0.5, 1.0, 1.0, 1.0) | |
_BaseColour ("Base Colour", Color) = (0.0, 0.0, 0.0, 0.0) | |
_ScrollSpeedX ("Scroll Speed", Float) = 0 | |
_ScrollSpeedY ("Scroll Speed", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent" } | |
Pass | |
{ | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform sampler2D _Mask; | |
uniform half4 _Mask_ST; | |
uniform half _GridThickness; | |
uniform half _GridSpacing; | |
uniform half4 _GridColour; | |
uniform half4 _BaseColour; | |
uniform half _ScrollSpeedX; | |
uniform half _ScrollSpeedY; | |
struct vertexInput { | |
half4 vertex : POSITION; | |
half2 texcoord : TEXCOORD0; | |
}; | |
struct vertexOutput { | |
half4 pos : SV_POSITION; | |
half2 texcoord : TEXCOORD0; | |
half4 localPos : TEXCOORD1; | |
}; | |
vertexOutput vert(vertexInput input) | |
{ | |
vertexOutput output; | |
output.pos = UnityObjectToClipPos(input.vertex); | |
output.texcoord = input.texcoord * _Mask_ST.xy + _Mask_ST.zw; | |
output.localPos.xy = input.vertex.xz; | |
return output; | |
} | |
half4 frag(vertexOutput input) : COLOR | |
{ | |
half4 color = (0, 0, 0, 1 - tex2D(_Mask, input.texcoord).a); | |
half offset = _GridThickness / 2; | |
half2 offsetLocalPos = half2(input.localPos.x + offset + _Time.y * _ScrollSpeedX, input.localPos.y + offset + _Time.y * _ScrollSpeedY); | |
if (frac(offsetLocalPos.x / _GridSpacing) < _GridThickness || frac(offsetLocalPos.y / _GridSpacing) < _GridThickness) | |
{ | |
color.rgb = _GridColour.rgb; | |
} | |
else | |
{ | |
color.rgb = _BaseColour.rgb; | |
color.a = color.a * _BaseColour.a; | |
} | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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