83 lines
2.8 KiB
Plaintext
83 lines
2.8 KiB
Plaintext
Shader "AudioLink/Debug/AudioTextureOverlay"
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{
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Properties
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{
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_OverlayTexture("Overlay Texture", 2D) = "black" {}
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_OverlayOpacity("Overlay Opacity", Range(0.0, 1.0)) = 0.2
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_HighlightPosition("Highlight Position", Vector) = (0.0, 0.0, 0.0, 0.0)
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_HighlightOpacity("Highlight Opacity", Range(0.0, 1.0)) = 0.3
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_HighlightThickness("Highlight Thickness", Float) = 0.1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "AudioLink.cginc"
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#define TEXTURE_WIDTH 128
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#define TEXTURE_HEIGHT 64
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#define STROKE_POWER 1000
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _OverlayTexture;
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uniform float _OverlayOpacity;
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uniform float4 _HighlightPosition;
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uniform float _HighlightOpacity;
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uniform float _HighlightThickness;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Main overlay
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int2 coord = i.uv * float2(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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float4 overlay = tex2D(_OverlayTexture, i.uv);
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overlay.a = 1.0;
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// Additive blending under 0.5 _OverlayOpacity, then normal opacity blend above 0.5
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float4 baseLayer = lerp(saturate(AudioLinkData(coord) + (overlay * _OverlayOpacity)), overlay, saturate((_OverlayOpacity * 2.0) - 1.0));
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// Highlighted area stroke lines
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float2 textureSize = float2(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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float2 pointA = _HighlightPosition.xy / textureSize; // x = p1x; y = p1y; z = p2x; w = p2y;
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float2 pointB = _HighlightPosition.zw / textureSize;
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float2 thickness = _HighlightThickness / textureSize;
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float4 stroke = float4(saturate((thickness - abs(i.uv - pointA)) * STROKE_POWER), saturate((thickness - abs(i.uv - pointB)) * STROKE_POWER));
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stroke = min(dot(stroke, 1), 1.0);
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// Highlighted area rectangle mask
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float2 mask = (i.uv > pointA && i.uv < pointB) ? 1.0 : 0.0;
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stroke *= min(mask.x, mask.y) * _HighlightOpacity;
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return baseLayer + stroke;
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}
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ENDCG
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}
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}
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}
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