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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}
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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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return scene;
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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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float bass = tex2D(_SpectrumTexture, 0.25);
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float mids = tex2D(_SpectrumTexture, 0.50);
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float highs = tex2D(_SpectrumTexture, 0.75);
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float4 spectrum = float4(sub, bass, mids, highs);
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time = _Time.y;
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float4 colour = float4(0.0, 0.0, 0.0, 1.0);
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material = 0.0;
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// white noise
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float3 seed = float3(guv, time);
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float rng = hash13(seed);
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// camera coordinates
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float2 uv = guv;
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float3 eye = float3(1.0, 1.0, 1.0);
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float3 at = float3(0.0, 0.0, 0.0);
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float3 z = normalize(at-eye);
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float3 x = normalize(cross(z, float3(0,1,0)));
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float3 y = cross(x, z);
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float3 ray = normalize(float3(z + uv.x * x + uv.y * y));
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float3 pos = eye;
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// // camera control
|
||||
float2 M = 6.28 * float2(1.0, 1.0);
|
||||
ray.xz = mul(ray.xz, rot(M.x));
|
||||
pos.xz = mul(pos.xz, rot(M.x));
|
||||
ray.xy = mul(ray.xy, rot(M.y));
|
||||
pos.xy = mul(pos.xy, rot(M.y));
|
||||
|
||||
// raymarch
|
||||
float steps = 30.0;
|
||||
float index;
|
||||
for (index = steps; index > 0.0; --index) {
|
||||
// volume estimation
|
||||
float dist = map(pos);
|
||||
if (dist < 0.01) {
|
||||
break;
|
||||
}
|
||||
|
||||
// dithering
|
||||
dist *= 0.9 + .1 * rng;
|
||||
|
||||
// raymarch
|
||||
pos += ray * dist;
|
||||
}
|
||||
|
||||
// ambient occlusion from steps count
|
||||
float shade = index / steps;
|
||||
|
||||
// compute normal by NuSan (https://www.shadertoy.com/view/3sBGzV)
|
||||
float2 off=float2(.001,0);
|
||||
float3 normal = normalize(map(pos)-float3(map(pos-off.xyy), map(pos-off.yxy), map(pos-off.yyx)));
|
||||
|
||||
// Inigo Quilez color palette (https://iquilezles.org/articles/palettes)
|
||||
float3 tint = .5+.5*cos(float3(3.0,2.0,1.0)+material*.5+length(pos)*.5);
|
||||
|
||||
// lighting
|
||||
float ld = dot(reflect(ray, normal), float3(0,1,0))*0.5+0.5;
|
||||
float3 light = float3(1.000,0.502,0.502) * sqrt(ld);
|
||||
ld = dot(reflect(ray, normal), float3(0,0,-1))*0.5+0.5;
|
||||
light += float3(0.400,0.714,0.145) * sqrt(ld)*.5;
|
||||
|
||||
// pixel color
|
||||
colour = float4((tint + light) * shade, 1.0);
|
||||
colour = float4(tint * shade, 1.0);
|
||||
|
||||
// temporal buffer
|
||||
// colour = max(colour, texture(iChannel0, fragCoord/iResolution.xy) - 0.01);
|
||||
|
||||
return colour;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
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SubShader
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{
|
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
||||
Pass
|
||||
{
|
||||
Name "Botany"
|
||||
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
// Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
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||||
#pragma fragment FullScreenPass
|
||||
ENDHLSL
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}
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}
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Reference in new issue
Block a user