Shader "Graphy/Graph Mobile"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
|
_Color("Tint", Color) = (1,1,1,1)
|
|
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
|
|
|
|
_GoodColor("Good Color", Color) = (1,1,1,1)
|
|
_CautionColor("Caution Color", Color) = (1,1,1,1)
|
|
_CriticalColor("Critical Color", Color) = (1,1,1,1)
|
|
|
|
_GoodThreshold("Good Threshold", Float) = 0.5
|
|
_CautionThreshold("Caution Threshold", Float) = 0.25
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
// Tags
|
|
// {
|
|
// "Queue" = "Overlay"
|
|
// "IgnoreProjector" = "True"
|
|
// "RenderType" = "Transparent"
|
|
// "PreviewType" = "Plane"
|
|
// "CanUseSpriteAtlas" = "True"
|
|
// }
|
|
|
|
Cull Off
|
|
Lighting Off
|
|
ZWrite Off
|
|
ZTest Off
|
|
Blend One OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ PIXELSNAP_ON
|
|
#include "UnityCG.cginc"
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
fixed4 _Color;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
OUT.texcoord = IN.texcoord;
|
|
OUT.color = IN.color * _Color;
|
|
#ifdef PIXELSNAP_ON
|
|
OUT.vertex = UnityPixelSnap(OUT.vertex);
|
|
#endif
|
|
|
|
return OUT;
|
|
}
|
|
|
|
sampler2D _MainTex;
|
|
sampler2D _AlphaTex;
|
|
float _AlphaSplitEnabled;
|
|
|
|
fixed4 SampleSpriteTexture(float2 uv)
|
|
{
|
|
fixed4 color = tex2D(_MainTex, uv);
|
|
|
|
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
|
|
if (_AlphaSplitEnabled)
|
|
color.a = tex2D(_AlphaTex, uv).r;
|
|
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
|
|
|
|
return color;
|
|
}
|
|
|
|
fixed4 _GoodColor;
|
|
fixed4 _CautionColor;
|
|
fixed4 _CriticalColor;
|
|
|
|
fixed _GoodThreshold;
|
|
fixed _CautionThreshold;
|
|
|
|
uniform float Average;
|
|
|
|
// NOTE: The size of this array can break compatibility with some older GPUs
|
|
// This shader is equal to GraphStandard.shader but with a smaller Array size.
|
|
|
|
uniform float GraphValues[128];
|
|
|
|
uniform float GraphValues_Length;
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
fixed4 color = IN.color;
|
|
|
|
fixed xCoord = IN.texcoord.x;
|
|
fixed yCoord = IN.texcoord.y;
|
|
|
|
float graphValue = GraphValues[floor(xCoord * GraphValues_Length)];
|
|
|
|
// Define the width of each element of the graph
|
|
float increment = 1.0f / (GraphValues_Length - 1);
|
|
|
|
// Set as transparent the part on top of the current point value
|
|
if (yCoord > graphValue)
|
|
{
|
|
color.a = 0;
|
|
}
|
|
|
|
// Assign the corresponding color
|
|
if (graphValue > _GoodThreshold)
|
|
{
|
|
color *= _GoodColor;
|
|
}
|
|
else if (graphValue > _CautionThreshold)
|
|
{
|
|
color *= _CautionColor;
|
|
}
|
|
else
|
|
{
|
|
color *= _CriticalColor;
|
|
}
|
|
|
|
// Point coloring
|
|
if (graphValue - yCoord > increment * 4)
|
|
{
|
|
//color.a = yCoord * graphValue * 0.3;
|
|
color.a *= yCoord * 0.3 / graphValue;
|
|
}
|
|
|
|
// Average white bar
|
|
if (yCoord < Average && yCoord > Average - 0.02)
|
|
{
|
|
color = fixed4(1, 1, 1, 1);
|
|
}
|
|
|
|
// CautionColor bar
|
|
if (yCoord < _CautionThreshold && yCoord > _CautionThreshold - 0.02)
|
|
{
|
|
color = _CautionColor;
|
|
}
|
|
|
|
// GoodColor bar
|
|
if (yCoord < _GoodThreshold && yCoord > _GoodThreshold - 0.02)
|
|
{
|
|
color = _GoodColor;
|
|
}
|
|
|
|
// Fade the alpha of the sides of the graph
|
|
if (xCoord < 0.03)
|
|
{
|
|
color.a *= 1 - (0.03 - xCoord) / 0.03;
|
|
}
|
|
else if (xCoord > 0.97)
|
|
{
|
|
color.a *= (1 - xCoord) / 0.03;
|
|
}
|
|
|
|
fixed4 c = SampleSpriteTexture(IN.texcoord) * color;
|
|
|
|
c.rgb *= c.a;
|
|
|
|
return c;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|