Shader "Unlit/SDFShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
SubShader
{
Tags {
"RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float sdCircle(float2 p,float r)
{
return length(p)-r; //到圆表面的距离
}
float sdBox(float2 p,float2 b)
{
float2 d = abs(p) - b;
return length(max(d,0))+min(max(d.x,d.y),0);
}
float sdBoxRadius(float2 p, float2 b, float radius)
{
float2 d = abs(p) - b;
return length(max(d,0)) + min(max(d.x, d.y),0) - radius;
}
//通过端点和宽度绘制矩形
float sdOrientedBox(float2 p, float2 a, float2 b, float th)
{
float l = length(b - a);
float2 d = (b - a) / l;
float2 q = (p - (a + b) * 0.5);
q = mul(float2x2(d.x, -d.y, d.y, d.x), q);
q = abs(q) - float2(l, th) * 0.5;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0);
}
float sdSegment(float2 p, float2 a, float2 b)
{
float2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
//菱形
float ndot(float2 a, float2 b) {
return a.x * b.x - a.y * b.y; }
float sdRhombus(float2 p, float2 b)
{
p = abs(p);
float h = clamp(ndot(b - 2.0 * p, b) / dot(b, b), -1.0, 1.0);
float d = length(p - 0.5 * b * float2(1.0 - h, 1.0 + h));
return d * sign(p.x * b.y + p.y * b.x - b.x * b.y);
}
//梯形
float dot2(float2 v) {
return dot(v, v); }
float sdTrapezoid(float2 p, in float r1, float r2, float he)
{
float2 k1 = float2(r2, he);
float2 k2 = float2(r2 - r1, 2.0 * he);
p.x = abs(p.x);
float2 ca = float2(p.x - min(p.x, (p.y < 0.0) ? r1 : r2), abs(p.y) - he);
float2 cb = p - k1 + k2 * clamp(dot(k1 - p, k2) / dot2(k2), 0.0, 1.0);
float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0;
return s * sqrt(min(dot2(ca), dot2(cb)));
}
//三角形
float sdTriangle(float2 p, float2 p0, float2 p1, float2 p2)
{
float2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
float2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
float2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
float2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
float2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
float s = sign(e0.x * e2.y - e0.y * e2.x);
float2 d = min(min(float2(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
float2(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
float2(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
return -sqrt(d.x) * sign(d.y);
}
//水滴形
float sdUnevenCapsule(float2 p, float r1, float r2, float h)
{
p.x = abs(p.x);
float b = (r1 - r2) / h;
float a = sqrt(1.0 - b * b);
float k = dot(p, float2(-b, a));
if (k < 0.0) return length(p) - r1;
if (k > a * h) return length(p - float2(0.0, h)) - r2;
return dot(p, float2(a, b)) - r1;
}
//扇形
float sdPie(float2 p, float2 c, float r)
{
p.x = abs(p.x);
float l = length(p) - r;
float m = length(p - c * clamp(dot(p, c), 0.0, r)); // c=sin/cos of aperture
return max(l, m * sign(c.y * p.x - c.x * p.y));
}
//圆角三角形
float sdTriangleRadius(in float2 p, in float2 p0, in float2 p1, in float2 p2, float cornerRadius)
{
float2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
float2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
float2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
float2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
float2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
float s = sign(e0.x * e2.y - e0.y * e2.x);
float2 d = min(min(float2(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
float2(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
float2(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
return -sqrt(d.x) * sign(d.y) - cornerRadius;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
sample the texture
//fixed4 col = tex2D(_MainTex, i.uv);
apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
i.uv -= float2(0.5,0.5);
float4 line_color = float4(1.0,1.0,0.0,1);
float4 color = float4(0.6,0.6,0.6,1);//背景色
float pct = 0.0;
//pct = sdCircle(i.uv,_SinTime.z);
color = lerp(color,line_color,pct);
//color = lerp(color, line_color,1-smoothstep(0,0.01,pct));
//pct = sdBox(i.uv,float2(0.3,0.3));
//pct = sdBoxRadius(i.uv, float2(0.3,0.3), 0.02);
//pct = sdOrientedBox(i.uv, float2(-0.3, -0.3),float2(0.3,0.6), 0.02);
//pct = sdSegment(i.uv,float2(-0.3,-0.3),float2(0.3,0.6));
//pct = sdRhombus(i.uv, float2(0.5, 0.3));
//pct = sdTrapezoid(i.uv, 0.4, 0.2, 0.4);
//pct = sdTriangle(i.uv, float2(-0.3, 0.0), float2(0.3, 0.0), float2(0.0, 0.5));
//pct = sdUnevenCapsule(i.uv, 0.3, 0.2, _SinTime.z*0.5);
//pct = sdPie(i.uv, float2(_SinTime.z*0.3, 0.1), 0.3);
pct = sdTriangleRadius(i.uv, float2(-0.3, 0.0), float2(0.3, 0.0), float2(0.0, 0.4), 0.05);
color = lerp(color, line_color, 1 - smoothstep(0, 0.01, pct));
return color;
}
ENDCG
}
}
}
shader学习记录——SDF绘制图形
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转载自blog.csdn.net/chillxiaohan/article/details/128232708
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