Shader "Fusion/Fusion Stats Graph" { Properties { _BaseColor ("Base Color", Color) = (0.0, 1.0, 0.0, 1.0) _AverageColor ("Average Color", Color) = (1.0, 1.0, 1.0, 0.0) _Threshold1Color ("Threshold 1 Color", Color) = (1.0, 1.0, 0.0, 1.0) _Threshold2Color ("Threshold 2 Color", Color) = (1.0, 0.5, 0.0, 1.0) _Threshold3Color ("Threshold 3 Color", Color) = (1.0, 0.0, 0.0, 1.0) _FadeColorIntensity ("Fade Color Intensity", Float) = 1.0 _PointsThickness ("Points Thickness", Float) = 1.0 _LinesThickness ("Lines Thickness", Float) = 1.0 _SideFalloff ("Side Falloff", Float) = 1.0 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "PreviewType" = "Plane" "IgnoreProjector" = "True" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off ZTest Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _BaseColor; fixed4 _AverageColor; fixed4 _Threshold1Color; fixed4 _Threshold2Color; fixed4 _Threshold3Color; fixed _Threshold1; fixed _Threshold2; fixed _Threshold3; fixed _FadeColorIntensity; fixed _PointsThickness; fixed _LinesThickness; fixed _SideFalloff; uniform float _Values[512]; uniform float _Samples; uniform float _Average; v2f vert(appdata input) { v2f output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_OUTPUT(v2f, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.vertex = UnityObjectToClipPos(input.vertex); output.texcoord = input.texcoord; output.color = input.color; return output; } fixed4 frag(v2f input) : SV_Target { fixed4 color = input.color; fixed x = input.texcoord.x; fixed y = input.texcoord.y; float value = _Values[floor(x * _Samples)]; color = _BaseColor; if (_Threshold1 > 0.0 && value >= _Threshold1) { color = _Threshold1Color; } if (_Threshold2 > 0.0 && value >= _Threshold2) { color = _Threshold2Color; } if (_Threshold3 > 0.0 && value >= _Threshold3) { color = _Threshold3Color; } if (y > value) { color.a = 0.0; } else if (y < value - 0.01 * _PointsThickness) { color.a = y * _FadeColorIntensity; } else { color.a = 1.0; } if (_LinesThickness > 0.0) { if (_AverageColor.a > 0.0 && y < _Average && y > _Average - 0.01 * _LinesThickness) { color = _AverageColor; } if (_Threshold1Color.a > 0.0 && y < _Threshold1 && y > _Threshold1 - 0.01 * _LinesThickness) { color = _Threshold1Color; } if (_Threshold2Color.a > 0.0 && y < _Threshold2 && y > _Threshold2 - 0.01 * _LinesThickness) { color = _Threshold2Color; } if (_Threshold3Color.a > 0.0 && y < _Threshold3 && y > _Threshold3 - 0.01 * _LinesThickness) { color = _Threshold3Color; } } if (_SideFalloff > 0.0) { float sideFalloff = 0.01 * _SideFalloff; if (x < sideFalloff) { color.a *= 1.0 - (sideFalloff - x) / sideFalloff; } else if (x > 1.0 - sideFalloff) { color.a *= (1.0 - x) / sideFalloff; } } color.rgb *= color.a; return color; } ENDCG } } }