去掉obi,使用自写绳索

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2026-02-23 20:51:03 +08:00
parent cb636f862d
commit 91e2309eeb
2011 changed files with 2593 additions and 190578 deletions

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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Standard (Vertex Colors)" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 vcolor : COLOR;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color * IN.vcolor;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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#ifndef PROCEDURAL_INCLUDED
#define PROCEDURAL_INCLUDED
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
StructuredBuffer<float4x4> _InstanceTransforms;
StructuredBuffer<float4x4> _InvInstanceTransforms;
StructuredBuffer<float4> _Colors;
#if UNITY_ANY_INSTANCING_ENABLED
// Based on :
// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ParticlesInstancing.hlsl
// and/or
// https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityStandardParticleInstancing.cginc
void vertInstancingSetup() {
}
#endif
void GetInstanceData_float(uint svInstanceID, float3 pos, out float3 outPos, out float4 color)
{
InitIndirectDrawArgs(0);
uint instanceID = GetIndirectInstanceID_Base(svInstanceID);
unity_ObjectToWorld = _InstanceTransforms[instanceID];
unity_WorldToObject = _InvInstanceTransforms[instanceID];
color = _Colors[instanceID];
outPos = pos;
}
#endif

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#ifndef OBIELLIPSOIDS_INCLUDED
#define OBIELLIPSOIDS_INCLUDED
// Eye ray origin in world space.
// Works both for orthographic and perspective cameras.
float3 WorldEye(float3 worldPos){
if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){
return mul(UNITY_MATRIX_I_V,float4(mul(UNITY_MATRIX_V, float4(worldPos,1)).xy,0,1)).xyz;
}else
return _WorldSpaceCameraPos;
}
// Returns visible ellipsoid radius and offset from center, given the eye position in parameter space.
// Works both for orthographic and perspective cameras.
float VisibleEllipsoidCircleRadius(float3 eye, out float3 m){
if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){
m = float3(0,0,0);
return 1;
}else{
float t = 1/dot(eye,eye);
m = t * eye;
return sqrt(1-t);
}
}
// Performs accurate raycasting of a spherical impostor.
// Works both for orthographic and perspective cameras.
float IntersectEllipsoid(float3 v, float4 mapping, float3 a2, float3 a3, out float3 eyePos, out float3 eyeNormal)
{
float r2 = dot(mapping.xy, mapping.xy);
float iq = 1 - r2/mapping.w;
clip(iq); // the ray does not intersect the sphere.
float sqrtiq = sqrt(iq);
float lambda = 1/(1 + mapping.z * sqrtiq);
eyePos = lambda * v;
eyeNormal = normalize(a2 + lambda * a3);
// return gaussian-falloff thickness.
return 2 * sqrtiq * exp(-r2*2.0f);
}
void BuildVelocityStretchedBasis(float3 velocity, float stretchIntensity, float radius, out float4 t0, out float4 t1, out float4 t2)
{
t0 = float4(UNITY_MATRIX_V[0].xyz, radius); // camera right vector
t2 = float4(UNITY_MATRIX_V[2].xyz, radius); // camera forward vector
float3 eyeVel = velocity - dot(velocity, t2.xyz) * t2.xyz;
float velNorm = length(eyeVel);
float stretchAmount = velNorm * stretchIntensity;
// use it to lerp between velocity vector and camera right:
t0 = float4(velNorm > 0.00001 ? eyeVel / velNorm : t0, radius * (1 + stretchAmount));
t1 = float4(normalize(cross(t0.xyz,t2.xyz)), radius);
}
void BuildParameterSpaceMatrices(float4 t0, float4 t1, float4 t2, out float3x3 P, out float3x3 IP)
{
// build 3x3 orientation matrix and its inverse;
float3x3 IO = float3x3(t0.xyz,t1.xyz,t2.xyz);
float3x3 O = transpose(IO);
// build 3x3 scaling matrix and its inverse:
float3x3 S = float3x3(t0.w,0,0,0,t1.w,0,0,0,t2.w);
float3x3 IS = float3x3(1/t0.w,0,0,0,1/t1.w,0,0,0,1/t2.w);
// build 3x3 transformation matrix and its inverse:
P = mul((float3x3)unity_ObjectToWorld, mul(O,mul(S,IO)) );
IP = mul(mul(mul(O,IS),IO), (float3x3)unity_WorldToObject);
}
float BuildEllipsoidBillboard(float3 center, float3 corner, float3x3 P, float3x3 IP, out float3 worldPos, out float3 view, out float3 eye)
{
// eye position and quad vectors in parameter space:
eye = mul(IP, WorldEye(center) - center);
float3 u = normalize(cross(-eye,UNITY_MATRIX_V[1].xyz));
float3 k = normalize(cross(-eye,u));
// visible circle radius and offset from center in the direction of the view ray:
float3 m;
float radius = VisibleEllipsoidCircleRadius(eye,m);
// world position of the billboard corner, and view vector to it:
worldPos = center + mul(P, m) + radius * (mul(P,u)* corner.x + mul(P,k)* corner.y);
view = worldPos - WorldEye(worldPos);
return radius;
}
void BuildAuxiliaryNormalVectors(float3 center, float3 worldPos, float3 view, float3x3 P, float3x3 IP, out float3 a2, out float3 a3)
{
// calculate T^-2 in object space, then multiply by
// inverse transpose of modelview to rotate normal from object to eye.
// This way the normal calculated in IntersectEllipsoid() is already in view space.
IP = mul((float3x3)unity_ObjectToWorld,IP);
float3x3 IP2 = mul((float3x3)UNITY_MATRIX_IT_MV, mul((float3x3)unity_WorldToObject,mul (IP, IP)));
a2 = mul(IP2,WorldEye(worldPos) - center); //T^-2 * (eye - center)
a3 = mul(IP2,view); //T^-2 * A[0]
}
#endif

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#ifndef OBIELLIPSOIDS_INCLUDED
#define OBIELLIPSOIDS_INCLUDED
// Eye ray origin in world space.
// Works both for orthographic and perspective cameras.
float3 WorldEye(float3 worldPos){
if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){
return mul(UNITY_MATRIX_I_V,float4(mul(UNITY_MATRIX_V, float4(worldPos,1)).xy,0,1)).xyz;
}else
return _WorldSpaceCameraPos;
}
// Returns visible ellipsoid radius and offset from center, given the eye position in parameter space.
// Works both for orthographic and perspective cameras.
float VisibleEllipsoidCircleRadius(float3 eye, out float3 m){
if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){
m = float3(0,0,0);
return 1;
}else{
float t = 1/dot(eye,eye);
m = t * eye;
return sqrt(1-t);
}
}
// Performs accurate raycasting of a spherical impostor.
// Works both for orthographic and perspective cameras.
void IntersectEllipsoid_float(float3 v, float4 mapping, float3 a2, float3 a3, out float3 eyePos, out float3 eyeNormal, out float thickness, out float clipThreshold)
{
float r2 = dot(mapping.xy, mapping.xy);
// clip if the ray does not intersect the sphere.
clipThreshold = r2/mapping.w;
float iq = 1 - clipThreshold;
float sqrtiq = sqrt(iq);
float lambda = 1/(1 + mapping.z * sqrtiq);
eyePos = lambda * v;
eyeNormal = normalize(a2 + lambda * a3);
// return gaussian-falloff thickness.
thickness = 2 * sqrtiq * exp(-r2*2.0f);
clipThreshold = (1 - clipThreshold > 0) ? 0 : 1.01;
}
void BuildVelocityStretchedBasis_float(float3 velocity, float stretchIntensity, float radius, out float4 t0, out float4 t1, out float4 t2)
{
t0 = float4(UNITY_MATRIX_V[0].xyz, radius); // camera right vector
t2 = float4(UNITY_MATRIX_V[2].xyz, radius); // camera forward vector
float3 eyeVel = velocity - dot(velocity, t2.xyz) * t2.xyz;
float velNorm = length(eyeVel);
float stretchAmount = velNorm * stretchIntensity;
// use it to lerp between velocity vector and camera right:
t0 = float4(velNorm > 0.00001 ? eyeVel / velNorm : t0.xyz, radius * (1 + stretchAmount));
t1 = float4(normalize(cross(t0.xyz,t2.xyz)), radius);
}
void BuildParameterSpaceMatrices_float(float4 t0, float4 t1, float4 t2, float radiusScale, out float3x3 P, out float3x3 IP)
{
// build 3x3 orientation matrix and its inverse;
float3x3 IO = float3x3(t0.xyz,t1.xyz,t2.xyz);
float3x3 O = transpose(IO);
// build 3x3 scaling matrix and its inverse:
float3x3 S = float3x3(radiusScale*t0.w,0,0,0,radiusScale*t1.w,0,0,0,radiusScale*t2.w);
float3x3 IS = float3x3(1/(radiusScale*t0.w),0,0,0,1/(radiusScale*t1.w),0,0,0,1/(radiusScale*t2.w));
// build 3x3 transformation matrix and its inverse:
P = mul((float3x3)UNITY_MATRIX_M, mul(O,mul(S,IO)) );
IP = mul(mul(mul(O,IS),IO), (float3x3)UNITY_MATRIX_I_M);
}
void BuildEllipsoidBillboard_float(float3 center, float3 corner, float3x3 P, float3x3 IP, out float3 worldPos, out float3 view, out float3 eye, out float radius)
{
// eye position and quad vectors in parameter space:
eye = mul(IP,WorldEye(center) - center);
float3 u = normalize(cross(-eye,UNITY_MATRIX_V[1].xyz));
float3 k = normalize(cross(-eye,u));
// visible circle radius and offset from center in the direction of the view ray:
float3 m;
radius = VisibleEllipsoidCircleRadius(eye,m);
// world position of the billboard corner, and view vector to it:
worldPos = center + mul(P, m) + radius * (mul(P,u)* corner.x + mul(P,k)* corner.y);
view = worldPos - WorldEye(worldPos);
}
void BuildAuxiliaryNormalVectors_float(float3 center, float3 worldPos, float3 view, float3x3 P, float3x3 IP, out float3 a2, out float3 a3)
{
// calculate T^-2 in object space, then multiply by
// inverse transpose of modelview to rotate normal from object to eye.
// This way the normal calculated in IntersectEllipsoid() is already in view space.
IP = mul((float3x3)UNITY_MATRIX_M,IP);
float3x3 IT_MV = transpose(mul((float3x3)UNITY_MATRIX_I_V, (float3x3)UNITY_MATRIX_I_M));
float3x3 IP2 = mul(IT_MV, mul((float3x3)UNITY_MATRIX_I_M,mul (IP, IP))); // UNITY_MATRIX_IT_MV
a2 = mul(IP2,WorldEye(worldPos) - center); //T^-2 * (eye - center)
a3 = mul(IP2,view); //T^-2 * A[0]
}
#endif

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#ifndef SAMPLE_TEXTURE2D
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Shader "Obi/DistanceFieldSlice"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
half dist = tex2D(_MainTex, i.uv).x-0.5; // signed distance
half adist = abs(dist); // absolute distance
half isofunc = sin(adist*40); // isolines function
// antialiased isolines:
half change = fwidth(isofunc);
half isolines = smoothstep(-change,change,isofunc);
// antialiazed sign:
change = fwidth(dist);
half sign = smoothstep(-change,change,dist);
half final = (1-adist) * (0.85+isolines*0.15);
return half4(final,final*sign,final*sign,1);
}
ENDCG
}
}
}

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