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Unityエンジニアの日々の雑記。たまにpython3、DirectX、PhotoshopScript(JavaScript)も触ります

UI用のジオメトリシェーダを書く時のプレーンなシェーダメモ

ちょっとジオメトリシェーダを触りたかったので、UI/Defaultにそのままジオメトリシェーダを噛ましたシェーダをメモがてら貼り付けておきます

Shader "UI/Default(Geometry)"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma target 5.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct g2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;

			//Geometryシェーダで処理するので何もしない
			appdata_t vert(appdata_t v)
            {
				return v;
            }

			//VertexShaderで行っていた処理をそのまま行う
			[maxvertexcount(3)]
			void geom(triangle appdata_t input[3], inout TriangleStream<g2f> outStream)
			{
				[unroll]
				for (int i = 0; i < 3; i++)
				{
					appdata_t v = input[i];

					g2f o;
					UNITY_SETUP_INSTANCE_ID(v);
					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
					o.worldPosition = v.vertex;
					o.vertex = UnityObjectToClipPos(o.worldPosition);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color * _Color;
					outStream.Append(o);
				}
				outStream.RestartStrip();
			}

            fixed4 frag(g2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
        ENDCG
        }
    }
}

参考にさせて頂いたのはこちら
wordpress.notargs.com
edom18.hateblo.jp
これを起点として、何かできたらまた記事書きます。
音沙汰なかったら察してください