190 lines
3.9 KiB
Plaintext
190 lines
3.9 KiB
Plaintext
Shader "Graphy/Graph Standard"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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_GoodColor("Good Color", Color) = (1,1,1,1)
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_CautionColor("Caution Color", Color) = (1,1,1,1)
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_CriticalColor("Critical Color", Color) = (1,1,1,1)
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_GoodThreshold("Good Threshold", Float) = 0.5
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_CautionThreshold("Caution Threshold", Float) = 0.25
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_OUTPUT(v2f, OUT);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap(OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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float _AlphaSplitEnabled;
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fixed4 SampleSpriteTexture(float2 uv)
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{
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fixed4 color = tex2D(_MainTex, uv);
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#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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if (_AlphaSplitEnabled)
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color.a = tex2D(_AlphaTex, uv).r;
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#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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return color;
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}
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fixed4 _GoodColor;
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fixed4 _CautionColor;
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fixed4 _CriticalColor;
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fixed _GoodThreshold;
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fixed _CautionThreshold;
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uniform float Average;
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// NOTE: The size of this array can break compatibility with some older GPUs
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// If you see a pink box or that the graphs are not working, try lowering this value
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// or using the GraphMobile.shader
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uniform float GraphValues[512];
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uniform float GraphValues_Length;
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 color = IN.color;
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fixed xCoord = IN.texcoord.x;
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fixed yCoord = IN.texcoord.y;
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float graphValue = GraphValues[floor(xCoord * GraphValues_Length)];
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// Define the width of each element of the graph
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float increment = 1.0f / (GraphValues_Length - 1);
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// Assign the corresponding color
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if (graphValue > _GoodThreshold)
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{
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color *= _GoodColor;
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}
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else if (graphValue > _CautionThreshold)
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{
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color *= _CautionColor;
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}
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else
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{
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color *= _CriticalColor;
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}
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// Point coloring
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if (graphValue - yCoord > increment * 4)
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{
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//color.a = yCoord * graphValue * 0.3;
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color.a *= yCoord * 0.3 / graphValue;
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}
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// Set as transparent the part on top of the current point value
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if (yCoord > graphValue)
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{
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color.a = 0;
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}
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// Average white bar
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if (yCoord < Average && yCoord > Average - 0.02)
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{
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color = fixed4(1, 1, 1, 1);
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}
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// CautionColor bar
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if (yCoord < _CautionThreshold && yCoord > _CautionThreshold - 0.02)
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{
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color = _CautionColor;
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}
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// GoodColor bar
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if (yCoord < _GoodThreshold && yCoord > _GoodThreshold - 0.02)
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{
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color = _GoodColor;
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}
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// Fade the alpha of the sides of the graph
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if (xCoord < 0.03)
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{
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color.a *= 1 - (0.03 - xCoord) / 0.03;
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}
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else if (xCoord > 0.97)
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{
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color.a *= (1 - xCoord) / 0.03;
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}
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fixed4 c = SampleSpriteTexture(IN.texcoord) * color;
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c.rgb *= c.a;
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return c;
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}
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ENDCG
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}
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}
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} |