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121 lines
2.4 KiB
121 lines
2.4 KiB
Shader "Custom/PointCloudGeom" {
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Properties {
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[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
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[NoScaleOffset]_UVMap ("UV", 2D) = "white" {}
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_PointSize("Point Size", Float) = 4.0
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_Color ("PointCloud Color", Color) = (1, 1, 1, 1)
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[Toggle(USE_DISTANCE)]_UseDistance ("Scale by distance?", float) = 0
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}
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SubShader
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{
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Cull Off
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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 geometry geom
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#pragma fragment frag
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#pragma shader_feature USE_DISTANCE
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#include "UnityCG.cginc"
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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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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float _PointSize;
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _UVMap;
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float4 _UVMap_TexelSize;
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struct g2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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[maxvertexcount(4)]
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void geom(point v2f i[1], inout TriangleStream<g2f> triStream)
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{
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g2f o;
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float4 v = i[0].vertex;
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v.y = -v.y;
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// TODO: interpolate uvs on quad
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float2 uv = i[0].uv;
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float2 p = _PointSize * 0.001;
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p.y *= _ScreenParams.x / _ScreenParams.y;
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o.vertex = UnityObjectToClipPos(v);
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#ifdef USE_DISTANCE
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o.vertex += float4(-p.x, p.y, 0, 0);
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#else
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o.vertex += float4(-p.x, p.y, 0, 0) * o.vertex.w;
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#endif
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o.uv = uv;
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triStream.Append(o);
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o.vertex = UnityObjectToClipPos(v);
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#ifdef USE_DISTANCE
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o.vertex += float4(-p.x, -p.y, 0, 0);
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#else
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o.vertex += float4(-p.x, -p.y, 0, 0) * o.vertex.w;
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#endif
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o.uv = uv;
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triStream.Append(o);
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o.vertex = UnityObjectToClipPos(v);
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#ifdef USE_DISTANCE
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o.vertex += float4(p.x, p.y, 0, 0);
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#else
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o.vertex += float4(p.x, p.y, 0, 0) * o.vertex.w;
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#endif
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o.uv = uv;
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triStream.Append(o);
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o.vertex = UnityObjectToClipPos(v);
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#ifdef USE_DISTANCE
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o.vertex += float4(p.x, -p.y, 0, 0);
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#else
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o.vertex += float4(p.x, -p.y, 0, 0) * o.vertex.w;
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#endif
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o.uv = uv;
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triStream.Append(o);
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}
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = 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 (g2f i) : SV_Target
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{
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float2 uv = tex2D(_UVMap, i.uv);
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if(any(uv <= 0 || uv >= 1))
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discard;
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// offset to pixel center
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uv += 0.5 * _MainTex_TexelSize.xy;
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return tex2D(_MainTex, uv) * _Color;
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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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