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RizzeProjectile/Assets/Photon/Fusion/Runtime/Statistics/FusionStatsGraphShader.shader

177 lines
3.8 KiB
GLSL

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
}
}
}