unity-shader-example-sceneDisplay

buildin效果图

urp效果图

SceneDisplay.shader

SceneDisplay.shader
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Shader "HHF/Example/SceneDisplay"
{
Properties
{
_MainTex ("MainTex", 2D) = "white" {}
_FadeRange("FadeRange", Float) = 2
_OutlineColor("OutlineColor", Color) = (0,0.7479331,1,0)
}

SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
}

Pass
{
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile _ DISAPPEARENABLED_ON
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

struct appdata
{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
float3 normal:NORMAL;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS:SV_POSITION;
float3 positionWS : TEXCOORD2;
};

CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _FadeRange;
float4 _OutlineColor;
float3 _FadeStartPos;
float _Radius;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;

o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.positionCS = TransformWorldToHClip(o.positionWS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 主纹理
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
c = mainTex;

#ifdef DISAPPEARENABLED_ON
// 显示处理
float fadeMin = _Radius - _FadeRange;
float fadeMax = _Radius;
// saturate((x - min)/(max - min))
// float fade = smoothstep( fadeMin , fadeMax , distance( startPos , i.worldPos));
float fade = saturate((distance( _FadeStartPos , i.positionWS) - fadeMin)/(fadeMax-fadeMin));

clip( 0.999 - fade);
c += fade * _OutlineColor ;
#endif

return c;
}

ENDHLSL
}
}

SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ DISAPPEARENABLED_ON
#include "UnityCG.cginc"

struct appdata
{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
float3 normal:NORMAL;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS:SV_POSITION;
float3 positionWS : TEXCOORD2;
};

sampler2D _MainTex;
float4 _MainTex_ST;
float _FadeRange;
float4 _OutlineColor;

float3 _FadeStartPos;
float _Radius;

v2f vert (appdata v)
{
v2f o = (v2f)0;

o.positionCS = UnityObjectToClipPos(v.vertex);
o.positionWS.xyz = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 主纹理
half4 mainTex = tex2D(_MainTex, i.uv);
c = mainTex;

#ifdef DISAPPEARENABLED_ON
// 显示处理
float fadeMin = _Radius - _FadeRange;
float fadeMax = _Radius;
// saturate((x - min)/(max - min))
// float fade = smoothstep( fadeMin , fadeMax , distance( startPos , i.worldPos));
float fade = saturate((distance( _FadeStartPos , i.positionWS) - fadeMin)/(fadeMax-fadeMin));

clip( 0.999 - fade);
c += fade * _OutlineColor ;
#endif

return c;
}

ENDCG

}

}
}

SceneDisplayController.cs

SceneDisplayController.cs
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using UnityEngine;

public class SceneDisplayController : MonoBehaviour
{
public Vector3 FadeStartPos;
public float Range;
public bool EnableKey;

void Update()
{
if (EnableKey)
{
Shader.EnableKeyword("DISAPPEARENABLED_ON");
}
else
{
Shader.DisableKeyword("DISAPPEARENABLED_ON");
}

Shader.SetGlobalVector("_FadeStartPos", FadeStartPos);
Shader.SetGlobalFloat("_Radius", Range);
}
}