Shader implements a quadrilateral mesh

As usual, the renderings will be posted first

Shader code:

Shader "Hidden/RectangluarCoordinateSystemGrid"
{
	Properties
	{
		_XAxisColor("XAxisColor",Color) = (1,1,1,1)      
		_YAxisColor("YAxisColor",Color) = (1,1,1,1)        
		_GridColor("GridColor",Color) = (1,1,1,1)
		_AxisLineWidth("AxisLineWidth",float) = 10
		_GirdlLineWidth("GirdlLineWidth",float) = 10
		_GridCount("GridCount",float) = 10
	}
	SubShader
	{
		// No culling or depth
		Cull Back
		Blend SrcAlpha OneMinusSrcAlpha
		Tags{"Queue" ="Transparent"}
		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;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;
			fixed4 _XAxisColor;
			fixed4 _YAxisColor;
			fixed4 _GridColor;
			fixed _AxisLineWidth;
			fixed _GirdlLineWidth;
			fixed _GridCount;
			fixed4 frag(v2f i) : SV_Target
			{
				//坐标调整到(-1,1)
				fixed2 uv = i.uv * 2 - 1;

				//计算网格线
			        fixed x1 = 1 - smoothstep(0,_GirdlLineWidth / _ScreenParams.x * 0.5, frac(uv.x * _GridCount));
				fixed x2 = smoothstep(1 - _GirdlLineWidth / _ScreenParams.x * 0.5, 1,frac(uv.x * _GridCount));
				
				fixed y1 = 1 - smoothstep(0, _GirdlLineWidth / _ScreenParams.x * 0.5, frac(uv.y * _GridCount));
				fixed y2 = smoothstep(1 - _GirdlLineWidth / _ScreenParams.x * 0.5, 1, frac(uv.y * _GridCount));

				fixed grid = x1 + x2 + y1 + y2;
				grid = clamp(0, 1, grid);

				//计算XY坐标线
				fixed XAxis1 = 1 - smoothstep(0.5, _AxisLineWidth / _ScreenParams.x * 0.5 + 0.5, i.uv.x);
				fixed XAxis2 = smoothstep(0.5 - _AxisLineWidth / _ScreenParams.x * 0.5, 0.5, i.uv.x);
				
				fixed YAxis1 = 1 - smoothstep(0.5, _AxisLineWidth / _ScreenParams.x * 0.5 + 0.5, i.uv.y);
				fixed YAxis2 = smoothstep(0.5 - _AxisLineWidth / _ScreenParams.x * 0.5, 0.5, i.uv.y);

				fixed xAxis = XAxis1 * XAxis2;
				fixed YAxis = YAxis1 * YAxis2;

				//颜色计算
				fixed4 col = (XAxis1 * XAxis2) * _XAxisColor +(YAxis1 * YAxis2) * _YAxisColor;
				col += grid * _GridColor;
				return col;
			}
			ENDCG
		}
	}
}

 

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Origin blog.csdn.net/chooselove/article/details/107969441