xiandie/asset/shader/未使用/highlight.gdshader

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// https://godotshaders.com/shader/highlight-canvasitem/
shader_type canvas_item;
//Color is controlled by the object itself, change the color property of the ColorRect to change the highlight
// if the shader is applyed to the texture element, then the texture will be clipped by the highlight
render_mode blend_premul_alpha;
// makes the highlight edges softer, 0 = hard edges;
uniform float Line_Smoothness : hint_range(0, 0.1) = 0.045;
// makes line thiner/wider, 0 = thin line;
uniform float Line_Width : hint_range(0, 0.2) = 0.09;
//multiplicative parameter, that makes the line more visible,
// diffirent combinations of Line Smoothness, Line Width and Brightness produces various results;
uniform float Brightness = 3.0;
// rotates the highlight, incrementing the value rotates the highlight clockwise;
uniform float Rotation_deg : hint_range(-90, 90) = 30;
// merges line with the edges of the ColorRect (see ColorRect in How to use section);
uniform float Distortion : hint_range(1, 2) = 1.8;
// dictates how fast the effect is moving from one side to the opposite;
uniform float Speed = 0.7;
// manual placement of the highlight line, 0 = Position Min, 1 = Position Max;
uniform float Position : hint_range(0, 1) = 0;
// starting point of the highlight line;
uniform float Position_Min = 0.25;
// end point of the highlight line;
uniform float Position_Max = 0.5;
// controls the overall visibility of the highlight;
uniform float Alpha : hint_range(0, 1) = 1;
vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){
float _angle = rotation;
if(use_degrees){
_angle = rotation * (3.1415926/180.0);
}
mat2 _rotation = mat2(
vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle))
);
vec2 _delta = uv - center;
_delta = _rotation * _delta;
return _delta + center;
}
void fragment() {
vec2 center_uv = UV - vec2(0.5, 0.5);
float gradient_to_edge = max(abs(center_uv.x), abs(center_uv.y));
gradient_to_edge = gradient_to_edge * Distortion;
gradient_to_edge = 1.0 - gradient_to_edge;
vec2 rotaded_uv = rotate_uv(UV, vec2(0.5, 0.5), Rotation_deg, true);
float remapped_position;
{
float output_range = Position_Max - Position_Min;
remapped_position = Position_Min + output_range * Position;
}
float remapped_time = TIME * Speed + remapped_position;
remapped_time = fract(remapped_time);
{
float output_range = 2.0 - (-2.0);
remapped_time = -2.0 + output_range * remapped_time;
}
vec2 offset_uv = vec2(rotaded_uv.xy) + vec2(remapped_time, 0.0);
float line = vec3(offset_uv, 0.0).x;
line = abs(line);
line = gradient_to_edge * line;
line = sqrt(line);
float line_smoothness = clamp(Line_Smoothness, 0.001, 1.0);
float offset_plus = Line_Width + line_smoothness;
float offset_minus = Line_Width - line_smoothness;
float remapped_line;
{
float input_range = offset_minus - offset_plus;
remapped_line = (line - offset_plus) / input_range;
}
remapped_line = remapped_line * Brightness;
remapped_line = min(remapped_line, Alpha);
COLOR.rgb = vec3(COLOR.xyz) * vec3(remapped_line);
COLOR.a = remapped_line;
}