window mode and botany wip
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Shader "FullScreen/Botany"
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{
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Properties
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{
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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_ThemeTexture("ThemeTexture", 2D) = "white" {}
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_SpectrumSize("SpectrumSize", float) = 16
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_Zoom("Zoom", range(-2, 2)) = 0.5
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_Wildness("Wildness", range(1, 10)) = 4.0
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}
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HLSLINCLUDE
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// HDRP stuff
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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// here we go...
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sampler2D _SpectrumTexture;
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sampler2D _ThemeTexture;
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float _Zoom;
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float _Wildness;
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float _Brightness;
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float material;
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float time;
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float rng;
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// -------------------------------------
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// https://www.shadertoy.com/view/NddSWs
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// source
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// Dave Hoskins
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// https://www.shadertoy.com/view/4djSRW
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float hash13(float3 p3) {
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p3 = frac(p3 * .1031);
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p3 += dot(p3, p3.zyx + 31.32);
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return frac((p3.x + p3.y) * p3.z);
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}
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// Inigo Quilez
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// https://iquilezles.org/articles/distfunctions
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float smin( float d1, float d2, float k ) {
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float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
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return lerp( d2, d1, h ) - k*h*(1.0-h); }
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float smoothing(float d1, float d2, float k) { return clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 ); }
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// rotation matrix
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float2x2 rot(float a) {
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float2x2 rm = {cos(a),-sin(a),sin(a),cos(a) };
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return rm;
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}
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float3 repeat(float3 p, float r) {
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return (p % r) / 2.0;
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}
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// sdf
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float map (float3 p) {
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// time stretched with noise
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float t = time*1. + rng*0.9;
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// domain repetition
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float grid = 5.0;
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float3 cell = floor(p/grid);
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p = repeat(p, grid);
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// distance from origin
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float dp = length(p);
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// rotation parameter
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float3 angle = float3(.1,-.5,.1) + dp*.5 + p*.1 + cell;
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// shrink sphere size
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float size = sin(rng*3.14);
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// stretch sphere
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float wave = sin(-dp*1.+t+hash13(cell)*6.28)*.5;
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// kaleidoscopic iterated function
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const int count = 4;
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float a = 1.0;
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float scene = 1000.0;
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float shape = 1000.0;
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for (int index = 0; index < count; ++index) {
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// fold and translate
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p.xz = abs(p.xz)-(.5+wave)*a;
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// rotate
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p.xz = mul(rot(angle.y/a), p.xz);
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p.yz = mul(rot(angle.x/a), p.yz);
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p.yx = mul(rot(angle.z/a), p.yx);
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// p.xz = mul(p.xz, rot(angle.y/a));
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// p.yz = mul(p.yz, rot(angle.x/a));
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// p.yx = mul(p.yx, rot(angle.z/a));
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// sphere
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shape = length(p)-0.2*a*size;
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// material blending
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material = lerp(material, float(index), smoothing(shape, scene, 0.3*a));
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// add with a blend
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scene = smin(scene, shape, 1.0 * a);
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// falloff transformations
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a /= 1.9;
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}
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||||
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||||
return scene;
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||||
}
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||||
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float4 FullScreenPass(Varyings varyings) : SV_Target {
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float2 ndc = posInput.positionNDC;
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float2 guv = posInput.positionNDC - 0.5;
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// musique
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float sub = tex2D(_SpectrumTexture, 0.0);
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- _TransparentWritingMotionVec: 0
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- _TransparentZWrite: 0
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- _UVBase: 0
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- _UVDetail: 0
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- _UVEmissive: 0
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- _UseEmissiveIntensity: 0
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- _UseShadowThreshold: 0
|
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- _Wildness: 5.9785714
|
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- _Wow: 4
|
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- _ZTestDepthEqualForOpaque: 3
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- _ZTestGBuffer: 4
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||||
- _ZTestTransparent: 4
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||||
- _ZWrite: 1
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||||
- _Zing: 0
|
||||
- _Zip: 0.5
|
||||
- _Zoom: -0.57714283
|
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m_Colors:
|
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0}
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- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
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- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1}
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- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
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- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
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- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
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- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
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- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
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||||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
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||||
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
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m_BuildTextureStacks: []
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--- !u!114 &6020743418383276577
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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version: 12
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hdPluginSubTargetMaterialVersions:
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m_Keys: []
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m_Values:
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fileFormatVersion: 2
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guid: 336187d20895a184baf56d698678e143
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,304 @@
|
||||
Shader "FullScreen/Nebula"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
|
||||
_ThemeTexture("ThemeTexture", 2D) = "white" {}
|
||||
_SpectrumSize("SpectrumSize", float) = 16
|
||||
|
||||
_Zoom("Zoom", range(-2, 2)) = 0.5
|
||||
_Wildness("Wildness", range(1, 10)) = 4.0
|
||||
_Brightness("Brightness", range(1, 10)) = 4.0
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
|
||||
// HDRP stuff
|
||||
#pragma vertex Vert
|
||||
#pragma target 4.5
|
||||
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
|
||||
|
||||
// here we go...
|
||||
sampler2D _SpectrumTexture;
|
||||
sampler2D _ThemeTexture;
|
||||
float _Zoom;
|
||||
float _Wildness;
|
||||
float _Brightness;
|
||||
|
||||
// matrix fn
|
||||
float2x2 m(float a) {
|
||||
float c=cos(a), s=sin(a);
|
||||
float2x2 mat = { c, -s, s, c };
|
||||
return mat;
|
||||
}
|
||||
|
||||
#define iterations 12
|
||||
#define formuparam 0.430
|
||||
// #define time cos(time*0.2)
|
||||
#define volsteps 6
|
||||
#define stepsize 0.4
|
||||
|
||||
#define zoom 0.800
|
||||
#define tile 0.850
|
||||
#define speed 0.05
|
||||
|
||||
#define brightness 0.00015
|
||||
#define darkmatter 0.4 // 0.4
|
||||
#define distfading 0.960
|
||||
#define saturation -14.1
|
||||
|
||||
#define PI = 3.1415926535897932384626433832795;
|
||||
|
||||
float3 mod289(float3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
float4 mod289(float4 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
float4 permute(float4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float4 taylorInvSqrt(float4 r) {
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
float snoise(float3 v)
|
||||
{
|
||||
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
|
||||
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
float3 i = floor(v + dot(v, C.yyy) );
|
||||
float3 x0 = v - i + dot(i, C.xxx) ;
|
||||
|
||||
// Other corners
|
||||
float3 g = step(x0.yzx, x0.xyz);
|
||||
float3 l = 1.0 - g;
|
||||
float3 i1 = min( g.xyz, l.zxy );
|
||||
float3 i2 = max( g.xyz, l.zxy );
|
||||
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
float4 p = permute( permute( permute(
|
||||
i.z + float4(0.0, i1.z, i2.z, 1.0 ))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0 ))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
float3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
float4 x_ = floor(j * ns.z);
|
||||
float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||||
|
||||
float4 x = x_ *ns.x + ns.yyyy;
|
||||
float4 y = y_ *ns.x + ns.yyyy;
|
||||
float4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
float4 b0 = float4( x.xy, y.xy );
|
||||
float4 b1 = float4( x.zw, y.zw );
|
||||
|
||||
float4 s0 = floor(b0)*2.0 + 1.0;
|
||||
float4 s1 = floor(b1)*2.0 + 1.0;
|
||||
float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
|
||||
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
|
||||
|
||||
float3 p0 = float3(a0.xy,h.x);
|
||||
float3 p1 = float3(a0.zw,h.y);
|
||||
float3 p2 = float3(a1.xy,h.z);
|
||||
float3 p3 = float3(a1.zw,h.w);
|
||||
|
||||
//Normalise gradients
|
||||
//float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
float4 norm = rsqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1),
|
||||
dot(p2,x2), dot(p3,x3) ) );
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////
|
||||
|
||||
// PRNG
|
||||
// From https://www.shadertoy.com/view/4djSRW
|
||||
float prng(in float2 seed) {
|
||||
seed = frac(seed * float2 (5.3983, 5.4427));
|
||||
seed += dot (seed.yx, seed.xy + float2 (21.5351, 14.3137));
|
||||
return frac(seed.x * seed.y * 95.4337);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////
|
||||
|
||||
float noiseStack(float3 pos,int octaves,float falloff){
|
||||
float noise = snoise(float3(pos));
|
||||
float off = 1.0;
|
||||
if (octaves>1) {
|
||||
pos *= 2.0;
|
||||
off *= falloff;
|
||||
noise = (1.0-off)*noise + off*snoise(float3(pos));
|
||||
}
|
||||
if (octaves>2) {
|
||||
pos *= 2.0;
|
||||
off *= falloff;
|
||||
noise = (1.0-off)*noise + off*snoise(float3(pos));
|
||||
}
|
||||
if (octaves>3) {
|
||||
pos *= 2.0;
|
||||
off *= falloff;
|
||||
noise = (1.0-off)*noise + off*snoise(float3(pos));
|
||||
}
|
||||
return (1.0+noise)/2.0;
|
||||
}
|
||||
|
||||
float2 noiseStackUV(float3 pos,int octaves,float falloff,float diff){
|
||||
float displaceA = noiseStack(pos,octaves,falloff);
|
||||
float displaceB = noiseStack(pos+float3(3984.293,423.21,5235.19),octaves,falloff);
|
||||
return float2(displaceA,displaceB);
|
||||
}
|
||||
|
||||
float rand(float2 co){
|
||||
return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float circle(in float2 _st, in float _radius){
|
||||
float2 dist = _st-float2(0.5, 0.5);
|
||||
return 1.-smoothstep(_radius-(_radius*0.01),
|
||||
_radius+(_radius*0.01),
|
||||
dot(dist,dist)*4.0);
|
||||
}
|
||||
|
||||
float4 FullScreenPass(Varyings varyings) : SV_Target {
|
||||
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
||||
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||
|
||||
float4 fragColor = float4(0.0, 0.0, 0.0, 0.0);
|
||||
float time = _Time.y;
|
||||
|
||||
// musique
|
||||
float sub = tex2D(_SpectrumTexture, 0.0);
|
||||
float bass = tex2D(_SpectrumTexture, 0.25);
|
||||
float mids = tex2D(_SpectrumTexture, 0.50);
|
||||
float highs = tex2D(_SpectrumTexture, 0.75);
|
||||
float4 spectrum = float4(sub, bass, mids, highs);
|
||||
|
||||
// screen
|
||||
float zoomFactor = 0.5; // .01 + iMouse.x / iResolution.x;
|
||||
float2 uv = float2(posInput.positionNDC.x, 1 - posInput.positionNDC.y) * zoomFactor;
|
||||
// float2 uv = (posInput.positionNDC - .5) * zoomFactor;
|
||||
float aspect = _ScreenParams.y / _ScreenParams.x;
|
||||
uv.y *= aspect;
|
||||
|
||||
// float2 uv= fragCoord.xy/iResolution.xy*zoomFactor-.65;
|
||||
// float aspect = iResolution.y/iResolution.x;
|
||||
// uv.y*=aspect;
|
||||
// p.x *= _ScreenParams.x / _ScreenParams.y;
|
||||
|
||||
//get coords and direction
|
||||
float zoom2 = 0.0 * sin(time);
|
||||
float2 c = uv-float2(-0.75*aspect, -0.5*aspect);
|
||||
float3 dir=float3(uv-c*zoom2,tan(.3)*1000.0);
|
||||
|
||||
float a2=speed+.5;
|
||||
float a1=0.0;
|
||||
float2x2 rot1 = { cos(a1), tan(a1), -sin(a1), cos(a1) };
|
||||
float2x2 rot2=rot1; //mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
|
||||
dir.xz = mul(rot1, dir.xz);
|
||||
dir.xy = mul(rot2, dir.xy);
|
||||
|
||||
float3 from = float3(0.,0.,0.);
|
||||
float thing = (tan(.15),.152,-2.);
|
||||
from += float3(thing, thing, thing);
|
||||
from.x -= time * 0.01;
|
||||
|
||||
from.x -= sin(time) * 0.001;
|
||||
from.y -= cos(time) * 0.001;
|
||||
|
||||
from.xz = mul(rot1, from.xz);
|
||||
from.xy = mul(rot2, from.xy);
|
||||
|
||||
//volumetric rendering
|
||||
float s=.4;
|
||||
float fade=.2;
|
||||
float3 v = float3(0.8, 0.8, 0.8);
|
||||
float2 u = float2(0., 0.);
|
||||
int r;
|
||||
for (r=0; r<volsteps; r++) {
|
||||
float3 p=from+s*dir*.5;
|
||||
// u = noiseStackUV(float3(0.5),1,0.4,0.1);
|
||||
// u = noiseStackUV(0.01*float3(float2(p.x,p.y),30.0*time),1,0.4,0.1);
|
||||
|
||||
p = abs(float3(tile, tile, tile)- (p % float3(tile*2., tile*2., tile*2.))); // tiling fold
|
||||
float pa = 0.0;
|
||||
float a = 0.0;
|
||||
for (int i=0; i<iterations; i++) {
|
||||
p=abs(p)/dot(p,p)-formuparam; // the magic formula
|
||||
a+=abs(length(p)-pa); // absolute sum of average change
|
||||
pa=length(p);
|
||||
}
|
||||
float dm=max(0.,darkmatter-a*a*tan(.001)); //dark matter
|
||||
a*=a*a*2.; // add contrast
|
||||
if (r>3) fade*=1.-dm; // dark matter, don't render near
|
||||
//v+=float3(dm,dm*.5,0.);
|
||||
|
||||
v+=fade;
|
||||
v+=float3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
|
||||
fade*=distfading; // distance fading
|
||||
s+=stepsize;
|
||||
}
|
||||
|
||||
v=lerp(length(v), v ,saturation); //color adjust
|
||||
|
||||
float2 vp = uv - 0.5;
|
||||
float vl = length(vp)*0.4;
|
||||
fragColor = float4(v*.01,1.);
|
||||
fragColor.r = 0.0;
|
||||
fragColor.g = 0.0;
|
||||
fragColor.b *= 1.5;
|
||||
fragColor.b = min(0.9, fragColor.b);
|
||||
fragColor.b = max(0.3, fragColor.b);
|
||||
fragColor += float4(v*.001, 1.);
|
||||
fragColor -= float4(float3(vl, vl, vl), 1.0);
|
||||
|
||||
return fragColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
||||
Pass
|
||||
{
|
||||
Name "Custom Pass 0"
|
||||
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
// Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma fragment FullScreenPass
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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guid: 0beb66ada151a0f4f915c45c989f3eb2
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class NebulaPropertyBinder : MonoBehaviour {
|
||||
public Material material;
|
||||
|
||||
private void Start() {
|
||||
if (material == null) {
|
||||
Debug.Log("Material Binder needs a Material.");
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateWildness(Slider s) {
|
||||
material.SetFloat("_Wildness", s.value);
|
||||
}
|
||||
|
||||
public void UpdateZoom(Slider s) {
|
||||
material.SetFloat("_Zoom", s.value);
|
||||
}
|
||||
|
||||
public void UpdateBrightness(Slider s) {
|
||||
material.SetFloat("_Brightness", s.value);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 7ece849790570164eb3966e31df60081
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -228,7 +228,7 @@ MonoBehaviour:
|
||||
m_Type:
|
||||
m_SerializableType: UnityEngine.Gradient, UnityEngine.CoreModule, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
m_SerializableObject: '{"colorKeys":[{"color":{"r":0.18856181204319,"g":2.1185474395751955,"b":0.03327561169862747,"a":1.0},"time":0.0},{"color":{"r":19.57647132873535,"g":0.7529411911964417,"b":47.937255859375,"a":1.0},"time":1.0}],"alphaKeys":[{"alpha":1.0,"time":0.0},{"alpha":1.0,"time":1.0}],"gradientMode":0}'
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Reference in new issue
Block a user