Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Navarrox · Feb 21, 2018 at 07:23 AM · collisionshadershadersintersection

How to highlight intersection of two meshes with a texture as the highlighting

Hi! I've been trying to make a shader that checks for intersection between two meshes and then highlights an area around it with a texture. It's been really frustrating because i tried many different shaders and none solved my problem. I made a drawing to illustrate what i need: alt text

So, for now i have tried some solutions based on reading the depth texture from the camera to check for the intersection. The best result i've got as of now is highlighting the area with a color, using code i got from a video on youtube made by a guy called "許逸倫": (don't know if i'm allowed to post his video, am i?)

 Shader "Unlit/ShieldFX"
 {
     Properties
     {
         _MainColor("MainColor", Color) = (1,1,1,1)
         _MainTex ("Texture", 2D) = "white" {}
         _Fresnel("Fresnel Intensity", Range(0,200)) = 3.0
         _FresnelWidth("Fresnel Width", Range(0,2)) = 3.0
         _Distort("Distort", Range(0, 100)) = 1.0
         _IntersectionThreshold("Highlight of intersection threshold", range(0,1)) = .1 //Max difference for intersections
         _ScrollSpeedU("Scroll U Speed",float) = 2
         _ScrollSpeedV("Scroll V Speed",float) = 0
         //[ToggleOff]_CullOff("Cull Front Side Intersection",float) = 1
     }
     SubShader
     { 
         Tags{ "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
 
         GrabPass{ "_GrabTexture" }
         Pass
         {
             Lighting Off ZWrite On
             Blend SrcAlpha OneMinusSrcAlpha
             Cull Off
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 fixed4 vertex : POSITION;
                 fixed4 normal: NORMAL;
                 fixed3 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 fixed2 uv : TEXCOORD0;
                 fixed4 vertex : SV_POSITION;
                 fixed3 rimColor :TEXCOORD1;
                 fixed4 screenPos: TEXCOORD2;
             };
 
             sampler2D _MainTex, _CameraDepthTexture, _GrabTexture;
             fixed4 _MainTex_ST,_MainColor,_GrabTexture_ST, _GrabTexture_TexelSize;
             fixed _Fresnel, _FresnelWidth, _Distort, _IntersectionThreshold, _ScrollSpeedU, _ScrollSpeedV;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
                 //scroll uv
                 o.uv.x += _Time * _ScrollSpeedU;
                 o.uv.y += _Time * _ScrollSpeedV;
 
                 //fresnel 
                 fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                 fixed dotProduct = 1 - saturate(dot(v.normal, viewDir));
                 o.rimColor = smoothstep(1 - _FresnelWidth, 1.0, dotProduct) * .5f;
                 o.screenPos = ComputeScreenPos(o.vertex);
                 COMPUTE_EYEDEPTH(o.screenPos.z);//eye space depth of the vertex 
                 return o;
             }
             
             fixed4 frag (v2f i,fixed face : VFACE) : SV_Target
             {
                 //intersection
                 fixed intersect = saturate((abs(LinearEyeDepth(tex2Dproj(_CameraDepthTexture,i.screenPos).r) - i.screenPos.z)) / _IntersectionThreshold);
 
                 fixed3 main = tex2D(_MainTex, i.uv);
                 //distortion
                 i.screenPos.xy += (main.rg * 2 - 1) * _Distort * _GrabTexture_TexelSize.xy;
                 fixed3 distortColor = tex2Dproj(_GrabTexture, i.screenPos);
                 distortColor *= _MainColor * _MainColor.a + 1;
 
                 //intersect hightlight
                 i.rimColor *= intersect * clamp(0,1,face);
                 main *= _MainColor * pow(_Fresnel,i.rimColor) ;
                 
                 //lerp distort color & fresnel color
                 main = lerp(distortColor, main, i.rimColor.r);
                 main += (1 - intersect) * (face > 0 ? .03:.3) * _MainColor * _Fresnel;
                 return fixed4(main,.9);
             }
             ENDCG
         }
     }
 }

The problem is that it makes my lava texture really transparent but need it to be opaque. I also wanted the texture of the lava to gradually turn into another texture when near the intersection area (like a gradient). If someone can help me atleast make it so i can highlight it with some color i would be really grateful, i've tried changing the code all by myself but i'm a total shader noob.

sem-titulo.png (20.2 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Navarrox · Feb 24, 2018 at 12:09 AM 0
Share

Bump. Does anyone know how i can do this or has some kind of source material i could read?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

168 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity 5 and PhysX shaders. 0 Answers

Unity Shaders not working properly on low end Windows Machine 1 Answer

shaders question,shaders question ! 0 Answers

Why does setting maximum shader smoothness show these images? 0 Answers

How to make terrain partially transparent (lower opacity) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges