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