格子划分正常

This commit is contained in:
2025-06-15 20:14:45 +08:00
parent c7700419cb
commit bc58a9d0d5
29 changed files with 1546 additions and 107 deletions

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Shader "URP/GridShader"
{
Properties
{
_Size("Size",vector) = (1,1,0,0)
_Alpha("Alpha",Range(0, 1)) = 1
_UserInput("UserInput",Range(0, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
blend srcalpha oneminussrcalpha
zwrite off
ztest off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
struct RenderData {
int barrier;
float isSelected;
float r;
float g;
float b;
};
StructuredBuffer<RenderData> _InputData;
uniform float4 _Size;
uniform float _Alpha;
uniform float _UserInput;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = v.uv;
return o;
}
#define width _Size.x
#define height _Size.y
fixed4 frag (v2f i) : SV_Target
{
//细的分割线
float x0 = i.uv.x * width;
float y0 = i.uv.y * height;
fixed xLine0 = abs((x0 - floor(x0)) - 0.5) * 2.0;
fixed yLine0 = abs((y0 - floor(y0)) - 0.5) * 2.0;
fixed edgeLine0 = max(xLine0, yLine0);
float w0 = fwidth(edgeLine0 * 0.5) * 2.0;
edgeLine0 = smoothstep(-w0, w0, edgeLine0 - 0.925);
//细的分割线结束
//粗的分割线
float x1 = i.uv.x * width * 0.05;
float y1 = i.uv.y * height * 0.05;
fixed xLine1 = abs((x1 - floor(x1)) - 0.5) * 2.0;
fixed yLine1 = abs((y1 - floor(y1)) - 0.5) * 2.0;
fixed edgeLine1 = max(xLine1, yLine1);
float w1 = fwidth(edgeLine1 * 0.5) * 2.0;
edgeLine1 = smoothstep(-w1, w1, edgeLine1 - 0.925);
//粗的分割线结束
float cameraDis = distance(_WorldSpaceCameraPos.xyz, i.worldPos);
float cameraFade = smoothstep(70, 100, cameraDis);
fixed3 col = fixed3(0, 0, 0);
if(_UserInput < 0.5)
{
col = fixed3(1,1,1);
cameraFade = 1; //只显示粗线
float lineAlpha = max(edgeLine0 * (1 - cameraFade), edgeLine1 * cameraFade);
return fixed4(col, _Alpha * lineAlpha * 0.5);
}
int index = floor(x0) + floor(y0) * width;
col = fixed3(_InputData[index].r, _InputData[index].g, _InputData[index].b);
col = lerp(col, fixed3(1, 1, 1), edgeLine0 * (1 - cameraFade));
col = lerp(col, fixed3(0, 0, 0), edgeLine1 * cameraFade);
col = lerp(col, fixed3(1, 1, 0), _InputData[index].isSelected);
return fixed4(col, _Alpha);
}
ENDCG
}
}
}

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