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NiceGraph.shader
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267 lines (214 loc) · 7.05 KB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "GrahamIsNice/NiceGraph"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
ColourGood("ColourGood", COLOR ) = (0,1,0,1)
ColourBad("ColourBad", COLOR ) = (0,0,0,1)
Graph0("Graph0",VECTOR) = (0.0,0.1,0.2,0.3)
Graph1("Graph1",VECTOR) = (0.4,0.5,0.6,0.7)
Graph2("Graph2",VECTOR) = (0.8,0.9,1.0,0.9)
Graph3("Graph3",VECTOR) = (0.0,0.1,0.2,0.3)
Graph4("Graph4",VECTOR) = (0.0,0.1,0.2,0.3)
Graph5("Graph5",VECTOR) = (0.0,0.1,0.2,0.3)
Graph6("Graph6",VECTOR) = (0.0,0.1,0.2,0.3)
Graph7("Graph7",VECTOR) = (0.0,0.1,0.2,0.3)
Graph8("Graph8",VECTOR) = (0.0,0.1,0.2,0.3)
Graph9("Graph9",VECTOR) = (0.0,0.1,0.2,0.3)
GraphOffset("GraphOffset",Range(0,0.1)) = 0.1
BlurSampleDistance("BlurSampleDistance", Range(0,0.01) ) = 0.0081
}
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
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 ColourGood;
float4 ColourBad;
float GraphOffset;
float BlurSampleDistance;
float4 Graph0,Graph1,Graph2,Graph3,Graph4,Graph5,Graph6,Graph7,Graph8,Graph9;
#define GRAPH_VECTOR_COUNT 10
#define GRAPH_COUNT (GRAPH_VECTOR_COUNT*4)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float range(float Value,float Min,float Max)
{
return (Value-Min) / (Max - Min);
}
// graph value, and it's T in the bar
float2 GetGraphValue(float Time)
{
float4 Graphs[GRAPH_VECTOR_COUNT] = {
Graph0,Graph1,Graph2,Graph3,Graph4,Graph5,Graph6,Graph7,Graph8,Graph9
};
float GraphIndexf = Time * (float)GRAPH_VECTOR_COUNT;
int GraphIndex = (int)GraphIndexf;
float4 GraphChunk = Graphs[GraphIndex];
float ChunkNormal = (GraphIndexf - GraphIndex);
int ChunkIndex = ChunkNormal * 4;
float BarTime = 0;
float GraphValue = 0;
if ( ChunkIndex == 0 ) { GraphValue = GraphChunk.x; BarTime = range( ChunkNormal, 0.0f/4.0f, 1.0f/4.0f ); }
if ( ChunkIndex == 1 ) { GraphValue = GraphChunk.y; BarTime = range( ChunkNormal, 1.0f/4.0f, 2.0f/4.0f ); }
if ( ChunkIndex == 2 ) { GraphValue = GraphChunk.z; BarTime = range( ChunkNormal, 2.0f/4.0f, 3.0f/4.0f ); }
if ( ChunkIndex == 3 ) { GraphValue = GraphChunk.w; BarTime = range( ChunkNormal, 3.0f/4.0f, 4.0f/4.0f ); }
return float2( GraphValue, BarTime );
}
// blurred value
float GetGraphStrength(float2 uv)
{
float2 GraphValueChunkNormal = GetGraphValue( uv.x );
float GraphValue = GraphValueChunkNormal.x;
return uv.y > GraphValue ? 0 : 1;
}
float2 GetGraphStrengthChunk(float2 uv)
{
float2 GraphValueChunkNormal = GetGraphValue( uv.x );
float GraphValue = GraphValueChunkNormal.x;
float Strength = (uv.y > GraphValue ? 0 : 1);
float GraphChunkNormal = GraphValueChunkNormal.y;
return float2( Strength, GraphChunkNormal );
}
float4 GetMountainStrength(float2 uv)
{
float2 GraphStrength = GetGraphValue( uv );
//float SampleOffset = GraphOffset;
float SampleOffset = 1.0f / (float)GRAPH_COUNT;
float2 GraphStrengthLeft = GetGraphValue( uv - float2(SampleOffset,0) );
float2 GraphStrengthRight = GetGraphValue( uv + float2(SampleOffset,0) );
float Strength = GraphStrength.x;
float LerpDirection = ( GraphStrength.y - 0.5f ) * 2.0f;
if ( LerpDirection < 0 )
{
// -1..0 to 0..1
float LerpAmount = abs(LerpDirection);
LerpAmount /= 2.0f;
Strength = lerp( GraphStrength.x, GraphStrengthLeft.x, LerpAmount );
}
else
{
// /2 to meet half way
float LeapAmount = LerpDirection / 2;
Strength = lerp( GraphStrength.x, GraphStrengthRight.x, LeapAmount );
}
Strength = (uv.y > Strength ? 0 : 1);
float4 Colour = lerp( ColourBad, ColourGood, Strength );
//Colour.z = GraphStrength.y;
//Colour.x = (uv.y > GraphStrength.x ? 0 : 1);
return Colour;
}
float4 GetBlurredMountainStrength(float2 uv)
{
float4 Colour = GetMountainStrength(uv);
// now blur
#define BLUR_STEP_COUNT 8
float2 Steps[BLUR_STEP_COUNT] = {
float2( -1, -1 ), float2( 0, -1 ), float2( 1, -1 ),
float2( -1, 0 ), /*float2( 0, 0 ),*/ float2( 1,0 ),
float2( -1, 1 ), float2( 0, 1 ), float2( 1, 1 )
};
for ( int i=0; i<BLUR_STEP_COUNT; i++ )
{
float2 SampleOffset = Steps[i] * BlurSampleDistance;
Colour += GetMountainStrength( uv + SampleOffset );
}
Colour /= BLUR_STEP_COUNT+1;
return Colour;
}
float4 GetBigBlurredMountainStrength(float2 uv)
{
float4 Colour = 0;
// now blur
#define BIG_BLUR_STEP_COUNT 21
float2 Steps[BIG_BLUR_STEP_COUNT] = {
/*float2( -2, -2 ),*/ float2( -1, -2 ), float2( 0, -2 ), float2(1,-2), /*float2(2,-2),*/
float2( -2, -1 ), float2( -1, -1 ), float2( 0, -1 ), float2(1,-1), float2(2,-1),
float2( -2, 0 ), float2( -1, -0 ), float2( 0, 0 ), float2(1,0), float2(2,0),
float2( -2, 1 ), float2( -1, 1 ), float2( 0, 1 ), float2(1,1), float2(2,1),
/*float2( -2, 2 ),*/ float2( -1, 2 ), float2( 0, 2 ), float2(1,2), /*float2(2,2),*/
};
float BlurWeights[BIG_BLUR_STEP_COUNT] = {
/*1,*/ 1, 2, 1, /*1,*/
1, 3, 5, 3, 1,
2, 5, 5, 5, 2,
1, 3, 5, 3, 1,
/*1,*/ 1, 2, 1, /*1,*/
};
float TotalWeight = 0;
for ( int i=0; i<BIG_BLUR_STEP_COUNT; i++ )
{
float2 SampleOffset = Steps[i] * BlurSampleDistance;
float Weight = BlurWeights[i];
Colour += GetMountainStrength( uv + SampleOffset ) * Weight;
TotalWeight += Weight;
}
Colour /= TotalWeight;
return Colour;
}
float4 GetAverageStrength(float2 uv)
{
float GraphSampleOffset = GraphOffset;// 0.5f * ( 1.0f / GRAPH_COUNT );
float Strength = 0;
float Samples = 0;
for ( float x=-4.0f; x<=4.0f; x+=1.0f )
{
float SampleStrength = GetGraphValue( uv + (x*GraphSampleOffset) ).x;
Strength += (uv.y > SampleStrength ? 0 : 1) ;
Samples += 1;
}
Strength /= Samples;
float4 Colour = lerp( ColourBad, ColourGood, Strength );
return Colour;
}
float4 GetSteppedStrength(float2 uv)
{
float Strength = 0;
float Samples = 0;
for ( float x=-4.0f; x<=4.0f; x+=1.0f )
{
float SampleStrength = GetGraphValue( uv + (x*GraphOffset) ).x;
Strength += SampleStrength;
Samples += 1;
}
Strength /= Samples;
Strength = (uv.y > Strength ? 0 : 1) ;
float4 Colour = lerp( ColourBad, ColourGood, Strength );
return Colour;
}
fixed4 frag (v2f i) : SV_Target
{
return GetBigBlurredMountainStrength( i.uv );
//return GetBlurredMountainStrength( i.uv );
//return GetMountainStrength( i.uv );
//return GetSteppedStrength( i.uv );
//return GetAverageStrength( i.uv );
}
ENDCG
}
}
}