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| 1 | +// Standard shader with stipple transparency |
| 2 | +// by Alex Ocias - https://ocias.com |
| 3 | +// source: https://ocias.com/blog/unity-stipple-transparency-shader/ |
| 4 | +// based on an article by Digital Rune: https://www.digitalrune.com/Blog/Post/1743/Screen-Door-Transparency |
| 5 | + |
| 6 | +Shader "Ocias/Standard (Stipple Transparency)" { |
| 7 | + Properties { |
| 8 | + _Color ("Color", Color) = (1,1,1,1) |
| 9 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} |
| 10 | + _Glossiness ("Smoothness", Range(0,1)) = 0.5 |
| 11 | + _Metallic ("Metallic", Range(0,1)) = 0.0 |
| 12 | + } |
| 13 | + SubShader { |
| 14 | + Tags { "RenderType"="Opaque" } |
| 15 | + LOD 100 |
| 16 | + |
| 17 | + CGPROGRAM |
| 18 | + // Physically based Standard lighting model, and enable shadows on all light types |
| 19 | + #pragma surface surf Standard fullforwardshadows |
| 20 | + |
| 21 | + // Use shader model 3.0 target, to get nicer looking lighting |
| 22 | + #pragma target 3.0 |
| 23 | + |
| 24 | + sampler2D _MainTex; |
| 25 | + |
| 26 | + struct Input { |
| 27 | + float2 uv_MainTex; |
| 28 | + float4 screenPos; |
| 29 | + }; |
| 30 | + |
| 31 | + half _Glossiness; |
| 32 | + half _Metallic; |
| 33 | + fixed4 _Color; |
| 34 | + |
| 35 | + void surf (Input IN, inout SurfaceOutputStandard o) { |
| 36 | + // Albedo comes from a texture tinted by color |
| 37 | + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; |
| 38 | + o.Albedo = c.rgb; |
| 39 | + // Metallic and smoothness come from slider variables |
| 40 | + o.Metallic = _Metallic; |
| 41 | + o.Smoothness = _Glossiness; |
| 42 | + |
| 43 | + // Screen-door transparency: Discard pixel if below threshold. |
| 44 | + float4x4 thresholdMatrix = |
| 45 | + { 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, |
| 46 | + 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, |
| 47 | + 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, |
| 48 | + 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 |
| 49 | + }; |
| 50 | + float4x4 _RowAccess = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; |
| 51 | + float2 pos = IN.screenPos.xy / IN.screenPos.w; |
| 52 | + pos *= _ScreenParams.xy; // pixel position |
| 53 | + clip(c.a - thresholdMatrix[fmod(pos.x, 4)] * _RowAccess[fmod(pos.y, 4)]); |
| 54 | + } |
| 55 | + ENDCG |
| 56 | + } |
| 57 | + FallBack "Diffuse" |
| 58 | +} |
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