Shader "Hatching" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_TileFactor ("Tile Factor", Float) = 1
_Outline ("Outline", Range(0, 1)) = 0.1
_Hatch0 ("Hatch 0", 2D) = "white" {}
_Hatch1 ("Hatch 1", 2D) = "white" {}
_Hatch2 ("Hatch 2", 2D) = "white" {}
_Hatch3 ("Hatch 3", 2D) = "white" {}
_Hatch4 ("Hatch 4", 2D) = "white" {}
_Hatch5 ("Hatch 5", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
UsePass "OUTLINE"
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "UnityShaderVariables.cginc"
fixed4 _Color
float _TileFactor
sampler2D _Hatch0
sampler2D _Hatch1
sampler2D _Hatch2
sampler2D _Hatch3
sampler2D _Hatch4
sampler2D _Hatch5
struct a2v {
float4 vertex : POSITION
float4 tangent : TANGENT
float3 normal : NORMAL
float2 texcoord : TEXCOORD0
}
struct v2f {
float4 pos : SV_POSITION
float2 uv : TEXCOORD0
fixed3 hatchWeights0 : TEXCOORD1
fixed3 hatchWeights1 : TEXCOORD2
float3 worldPos : TEXCOORD3
SHADOW_COORDS(4)
}
v2f vert(a2v v) {
v2f o
o.pos = mul(UNITY_MATRIX_MVP, v.vertex)
o.uv = v.texcoord.xy * _TileFactor
fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex))
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal)
fixed diff = max(0, dot(worldLightDir, worldNormal))
o.hatchWeights0 = fixed3(0, 0, 0)
o.hatchWeights1 = fixed3(0, 0, 0)
float hatchFactor = diff * 7.0
if (hatchFactor > 6.0) {
// Pure white, do nothing
} else if (hatchFactor > 5.0) {
o.hatchWeights0.x = hatchFactor - 5.0
} else if (hatchFactor > 4.0) {
o.hatchWeights0.x = hatchFactor - 4.0
o.hatchWeights0.y = 1.0 - o.hatchWeights0.x
} else if (hatchFactor > 3.0) {
o.hatchWeights0.y = hatchFactor - 3.0
o.hatchWeights0.z = 1.0 - o.hatchWeights0.y
} else if (hatchFactor > 2.0) {
o.hatchWeights0.z = hatchFactor - 2.0
o.hatchWeights1.x = 1.0 - o.hatchWeights0.z
} else if (hatchFactor > 1.0) {
o.hatchWeights1.x = hatchFactor - 1.0
o.hatchWeights1.y = 1.0 - o.hatchWeights1.x
} else {
o.hatchWeights1.y = hatchFactor
o.hatchWeights1.z = 1.0 - o.hatchWeights1.y
}
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz
TRANSFER_SHADOW(o)
return o
}
fixed4 frag(v2f i) : SV_Target {
fixed4 hatchTex0 = tex2D(_Hatch0, i.uv) * i.hatchWeights0.x
fixed4 hatchTex1 = tex2D(_Hatch1, i.uv) * i.hatchWeights0.y
fixed4 hatchTex2 = tex2D(_Hatch2, i.uv) * i.hatchWeights0.z
fixed4 hatchTex3 = tex2D(_Hatch3, i.uv) * i.hatchWeights1.x
fixed4 hatchTex4 = tex2D(_Hatch4, i.uv) * i.hatchWeights1.y
fixed4 hatchTex5 = tex2D(_Hatch5, i.uv) * i.hatchWeights1.z
fixed4 whiteColor = fixed4(1, 1, 1, 1) * (1 - i.hatchWeights0.x - i.hatchWeights0.y - i.hatchWeights0.z -
i.hatchWeights1.x - i.hatchWeights1.y - i.hatchWeights1.z)
fixed4 hatchColor = hatchTex0 + hatchTex1 + hatchTex2 + hatchTex3 + hatchTex4 + hatchTex5 + whiteColor
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos)
return fixed4(hatchColor.rgb * _Color.rgb * atten, 1.0)
}
ENDCG
}
}
FallBack "Diffuse"
}