window mode and botany wip
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@@ -0,0 +1,304 @@
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Shader "FullScreen/Nebula"
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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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_Brightness("Brightness", 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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// matrix fn
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float2x2 m(float a) {
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float c=cos(a), s=sin(a);
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float2x2 mat = { c, -s, s, c };
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return mat;
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}
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#define iterations 12
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#define formuparam 0.430
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// #define time cos(time*0.2)
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#define volsteps 6
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#define stepsize 0.4
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#define zoom 0.800
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#define tile 0.850
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#define speed 0.05
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#define brightness 0.00015
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#define darkmatter 0.4 // 0.4
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#define distfading 0.960
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#define saturation -14.1
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#define PI = 3.1415926535897932384626433832795;
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float3 mod289(float3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 mod289(float4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 permute(float4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float4 taylorInvSqrt(float4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(float3 v)
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{
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const float2 C = float2(1.0/6.0, 1.0/3.0) ;
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const float4 D = float4(0.0, 0.5, 1.0, 2.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy) );
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float3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min( g.xyz, l.zxy );
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float3 i2 = max( g.xyz, l.zxy );
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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float4 p = permute( permute( permute(
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i.z + float4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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float3 ns = n_ * D.wyz - D.xzx;
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float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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float4 x_ = floor(j * ns.z);
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float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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float4 x = x_ *ns.x + ns.yyyy;
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float4 y = y_ *ns.x + ns.yyyy;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4( x.xy, y.xy );
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float4 b1 = float4( x.zw, y.zw );
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float4 s0 = floor(b0)*2.0 + 1.0;
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float4 s1 = floor(b1)*2.0 + 1.0;
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float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
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float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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float3 p0 = float3(a0.xy,h.x);
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float3 p1 = float3(a0.zw,h.y);
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float3 p2 = float3(a1.xy,h.z);
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float3 p3 = float3(a1.zw,h.w);
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//Normalise gradients
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//float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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float4 norm = rsqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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//////////////////////////////////////////////////////////////
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// PRNG
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// From https://www.shadertoy.com/view/4djSRW
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float prng(in float2 seed) {
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seed = frac(seed * float2 (5.3983, 5.4427));
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seed += dot (seed.yx, seed.xy + float2 (21.5351, 14.3137));
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return frac(seed.x * seed.y * 95.4337);
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}
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//////////////////////////////////////////////////////////////
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float noiseStack(float3 pos,int octaves,float falloff){
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float noise = snoise(float3(pos));
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float off = 1.0;
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if (octaves>1) {
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pos *= 2.0;
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off *= falloff;
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noise = (1.0-off)*noise + off*snoise(float3(pos));
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}
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if (octaves>2) {
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pos *= 2.0;
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off *= falloff;
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noise = (1.0-off)*noise + off*snoise(float3(pos));
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}
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if (octaves>3) {
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pos *= 2.0;
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off *= falloff;
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noise = (1.0-off)*noise + off*snoise(float3(pos));
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}
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return (1.0+noise)/2.0;
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}
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float2 noiseStackUV(float3 pos,int octaves,float falloff,float diff){
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float displaceA = noiseStack(pos,octaves,falloff);
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float displaceB = noiseStack(pos+float3(3984.293,423.21,5235.19),octaves,falloff);
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return float2(displaceA,displaceB);
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}
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float rand(float2 co){
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return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
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}
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float circle(in float2 _st, in float _radius){
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float2 dist = _st-float2(0.5, 0.5);
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return 1.-smoothstep(_radius-(_radius*0.01),
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_radius+(_radius*0.01),
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dot(dist,dist)*4.0);
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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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float4 fragColor = float4(0.0, 0.0, 0.0, 0.0);
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float time = _Time.y;
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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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// screen
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float zoomFactor = 0.5; // .01 + iMouse.x / iResolution.x;
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float2 uv = float2(posInput.positionNDC.x, 1 - posInput.positionNDC.y) * zoomFactor;
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// float2 uv = (posInput.positionNDC - .5) * zoomFactor;
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float aspect = _ScreenParams.y / _ScreenParams.x;
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uv.y *= aspect;
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// float2 uv= fragCoord.xy/iResolution.xy*zoomFactor-.65;
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// float aspect = iResolution.y/iResolution.x;
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// uv.y*=aspect;
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// p.x *= _ScreenParams.x / _ScreenParams.y;
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//get coords and direction
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float zoom2 = 0.0 * sin(time);
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float2 c = uv-float2(-0.75*aspect, -0.5*aspect);
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float3 dir=float3(uv-c*zoom2,tan(.3)*1000.0);
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float a2=speed+.5;
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float a1=0.0;
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float2x2 rot1 = { cos(a1), tan(a1), -sin(a1), cos(a1) };
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float2x2 rot2=rot1; //mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
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dir.xz = mul(rot1, dir.xz);
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dir.xy = mul(rot2, dir.xy);
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float3 from = float3(0.,0.,0.);
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float thing = (tan(.15),.152,-2.);
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from += float3(thing, thing, thing);
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from.x -= time * 0.01;
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from.x -= sin(time) * 0.001;
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from.y -= cos(time) * 0.001;
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from.xz = mul(rot1, from.xz);
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from.xy = mul(rot2, from.xy);
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//volumetric rendering
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float s=.4;
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float fade=.2;
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float3 v = float3(0.8, 0.8, 0.8);
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float2 u = float2(0., 0.);
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int r;
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for (r=0; r<volsteps; r++) {
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float3 p=from+s*dir*.5;
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// u = noiseStackUV(float3(0.5),1,0.4,0.1);
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// u = noiseStackUV(0.01*float3(float2(p.x,p.y),30.0*time),1,0.4,0.1);
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p = abs(float3(tile, tile, tile)- (p % float3(tile*2., tile*2., tile*2.))); // tiling fold
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float pa = 0.0;
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float a = 0.0;
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for (int i=0; i<iterations; i++) {
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p=abs(p)/dot(p,p)-formuparam; // the magic formula
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a+=abs(length(p)-pa); // absolute sum of average change
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pa=length(p);
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}
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float dm=max(0.,darkmatter-a*a*tan(.001)); //dark matter
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a*=a*a*2.; // add contrast
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if (r>3) fade*=1.-dm; // dark matter, don't render near
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//v+=float3(dm,dm*.5,0.);
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v+=fade;
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v+=float3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
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fade*=distfading; // distance fading
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s+=stepsize;
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}
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v=lerp(length(v), v ,saturation); //color adjust
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float2 vp = uv - 0.5;
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float vl = length(vp)*0.4;
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fragColor = float4(v*.01,1.);
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fragColor.r = 0.0;
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fragColor.g = 0.0;
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fragColor.b *= 1.5;
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fragColor.b = min(0.9, fragColor.b);
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fragColor.b = max(0.3, fragColor.b);
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fragColor += float4(v*.001, 1.);
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fragColor -= float4(float3(vl, vl, vl), 1.0);
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return fragColor;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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ZTest Always
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// Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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HLSLPROGRAM
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#pragma fragment FullScreenPass
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ENDHLSL
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}
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}
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Fallback Off
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}
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