1枚のRawImageをRGBで3枚に分割して加算合成するジオメトリシェーダ

舌の根も乾かないうちにジオメトリシェーダを書いたので記事にしておきます
Shader "UI/Default(Geometry) RGB Divide"
{
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
_Distance("Distance", Float) = 0
[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 Always
Blend One One
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;
float _Distance;
//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;
}
[maxvertexcount(9)]
void geom(triangle appdata_t input[3], inout TriangleStream<g2f> outStream)
{
float2 offsets[3] = { float2(0,1),float2(1,0),float2(-1,0) };//ずらす方向ベクトル
float4 colors[3] = { float4(1,0,0,1),float4(0,1,0,1),float4(0,0,1,1) };
[unroll]
for (int i = 0; i < 3; i++)
{
[unroll]
for (int j = 0; j < 3; j++)
{
appdata_t v = input[j];
g2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
o.worldPosition = v.vertex;
o.worldPosition.xy += offsets[i] * _Distance;
o.vertex = UnityObjectToClipPos(o.worldPosition);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color * colors[i];
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
}
}
}_Distanceをいじると、ずらし幅を調整できます。
本当にやりたい事はこれじゃないんだけども、意外とあっさりできたので記事化…!