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+Shader "Kaiju/Bubbles" +{ + HLSLINCLUDE + + #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" + + // The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader: + // struct PositionInputs + // { + // float3 positionWS; // World space position (could be camera-relative) + // float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset) + // uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels) + // uint2 tileCoord; // Screen tile coordinates : [0, NumTiles) + // float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed) + // float linearDepth; // View space Z coordinate : [Near, Far] + // }; + + // To sample custom buffers, you have access to these functions: + // But be careful, on most platforms you can't sample to the bound color buffer. It means that you + // can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer). + // float4 SampleCustomColor(float2 uv); + // float4 LoadCustomColor(uint2 pixelCoords); + // float LoadCustomDepth(uint2 pixelCoords); + // float SampleCustomDepth(float2 uv); + + // There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl, + // you can check them out in the source code of the core SRP package. + + float4 FullScreenPass(Varyings varyings) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); + float depth = LoadCameraDepth(varyings.positionCS.xy); + PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); + float4 color = float4(0.0, 0.0, 0.0, 0.0); + + // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point + if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) + color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1); + + + // get uv + float2 uv = posInput.positionNDC; + // fix aspect ratio + uv.x *= _ScreenParams.x / _ScreenParams.y; + + // Background + float4 outColour = float4(0.8+0.2*uv.y,0.8+0.2*uv.y,0.8+0.2*uv.y,1); + + // [unroll(100)] + for( int i=0; i<40; i++ ) { + // bubble seeds + float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5; + float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); + float pox = sin(float(i)*321.55+4.1) * 1 / 1; + + // buble size, position and color + float rad = 0.1 + 0.5*siz; + float2 pos = float2( pox, -1.0-rad + (2.0+2.0*rad)*fmod(pha+0.1*_Time.y*(0.2+0.8*siz),1.0)); + float dis = length( uv - 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.5; + p.x *= _ScreenParams.x / _ScreenParams.y; + + float t = _Time.y; + + // float3 colour = float3(0.0, 0.0, 0.0); + float3 colour = float3(0.0, 0.0, 0.0); + float damage = smoothstep(1.5, 3.5, highs); + float iterations = 10.0; + // float iterations = lerp(10.0, 50.0, highs); + float str = 4.5; // lerp(4.9, 5.0, highs); + float size = 1.0; //lerp(0.5, 2.0, mids); + + float3 theme = tex2D(_ThemeTexture, length(p)) * _ThemeStrength; + + for(int i=0; i<=iterations; i++) { + float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*damage; + float rz = map(n, spectrum); + float f = clamp((rz - map(n+.1, spectrum)), 0., 1.); + float3 l = float3(0.01, 0.01, 0.01) * f + theme * f; + colour = colour*l + smoothstep(2.5, .0, rz)*.7*l; + damage += min(rz, 1.); + } + + return float4(colour, 1.); + } + + 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 +} diff --git a/Assets/Scenes/_Shader/Ether.shader.meta b/Assets/Scenes/_Shader/Ether.shader.meta new file mode 100644 index 0000000..2f0a77d --- /dev/null +++ b/Assets/Scenes/_Shader/Ether.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b601654b5e3e3c9499262340b8fa2412 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/_Shader/EtherOrigish.shader b/Assets/Scenes/_Shader/EtherOrigish.shader new file mode 100644 index 0000000..8373cdd --- /dev/null +++ b/Assets/Scenes/_Shader/EtherOrigish.shader @@ -0,0 +1,101 @@ +Shader "FullScreen/Ether" +{ + Properties + { + _SpectrumTexture("SpectrumTexture", 2D) = "white" {} + _ThemeTexture("ThemeTexture", 2D) = "white" {} + _SpectrumSize("SpectrumSize", float) = 16 + } + + 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; + + // matrix fn + float2x2 m(float a) { + float c=cos(a), s=sin(a); + float2x2 mat = { c, -s, s, c }; + return mat; + } + + float map(float3 p, float4 spectrum) { + float t = _Time.y * 0.5; + float magic = spectrum.y * 0.05; + float zing = spectrum.x * 0.05; + float zip = spectrum.z * 0.05; + float wow = 4.5; //lerp(4.0, 5.0, spectrum.w); + + p.xz = mul(m(zing + t), p.xz); + p.xy = mul(m(magic + t), p.xy); + float3 q = p*wow + t; + return length(p + + // float3(sin(t - magic), sin(t + magic), sin(t - magic))) + float3(magic, zing, zip)) + *log(length(p)+zip) + sin(q.x+sin(q.z+sin(q.y)))*0.5; + } + + 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); + + // 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 + float2 p = posInput.positionNDC - .5; + p.x *= _ScreenParams.x / _ScreenParams.y; + + float t = _Time.y; + + float3 colour = float3(0.0, 0.0, 0.0); + float d = smoothstep(1.5, 3.5, sub); + float iterations = 10.0; + // float iterations = lerp(10.0, 50.0, highs); + float str = 4.5; // lerp(4.9, 5.0, highs); + float size = 1.0; //lerp(0.5, 2.0, mids); + + for(int i=0; i<=iterations; i++) { + float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*d; + float rz = map(n, spectrum); + float f = clamp((rz - 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It means that you + // can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer). + // float4 SampleCustomColor(float2 uv); + // float4 LoadCustomColor(uint2 pixelCoords); + // float LoadCustomDepth(uint2 pixelCoords); + // float SampleCustomDepth(float2 uv); + + // There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl, + // you can check them out in the source code of the core SRP package. + + sampler2D _SpectrumTexture; + sampler2D _ThemeTexture; + + float3 pulsar(in float3 p, in float2 uv, float4 spectrum) { + float accum = 0.2; + float prev = 0; + float tw = 1.0; + + float str = lerp(24.0, 26.0, spectrum.x); + + for (int i = 0; i < 18; ++i) { + float mag = dot(p, p); + // p = abs(p) / mag + float3(-.5, -.42 - cos(_Time.y*0.2)*0.02, -1.75 + sin(_Time.y*0.2)*0.003); + + float gangsta = -0.41; + float tripp = -1.75; + float yee = 0.004; + float yuh = 0.02; + + // float gangsta = lerp(-0.42, -0.42, spectrum.z); + // float yee = lerp(0.005, 0.006, spectrum.y); + // float yuh = lerp(0.1, 0.1, spectrum.x); + + p = abs(p) / mag + float3(-.5, gangsta - cos(_Time.y*0.2)* yuh, tripp + sin(_Time.y*0.2)* yee); + + float w = exp(-float(i) / str); + accum += w * exp(-str * pow(abs(mag - prev), 2.2)); + tw += w; + prev = mag; + } + + float t = clamp(5.0 * accum / tw - 0.9, 0.0, 1.0); + return float3(1.3*t*t*t*(1.0 - length(uv)*0.2) , 1.2*t*t, 1.0*t); + } + + const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio + float gold_noise(in float2 xy, in float seed) { + return frac(tan(distance(xy*PHI, xy)*seed)*xy.x); + } + + float4 FullScreenPass(Varyings varyings) : SV_Target { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); + float depth = LoadCameraDepth(varyings.positionCS.xy); + PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); + float4 color = float4(0.0, 0.0, 0.0, 0.0); + + // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point + if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) + color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1); + + + // get uv + float2 uv = posInput.positionNDC - 0.5; + // fix aspect ratio + // uv.x *= _ScreenParams.x / _ScreenParams.y; + + float4 output = float4(0.0, 0.0, 0.0, 0.0); + float3 p = float3(uv * (_ScreenParams.xy / _ScreenParams.x) / 0.2, 0.0); + float seed = 1239959818; + + // cool modulation + float time = _Time.y; + 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) * 2; + float dir = ceil(sin(_Time.y)); + + // output = float4( + // pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).r, + // pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).gb, + // 1.0 + // ); + + output = float4( + pulsar(p, uv, spectrum), + 1.0 + ); + + return output; + } + + 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 +} diff --git a/Assets/Scenes/_Shader/PulsarFS.shader.meta b/Assets/Scenes/_Shader/PulsarFS.shader.meta new file mode 100644 index 0000000..362a87a --- /dev/null +++ b/Assets/Scenes/_Shader/PulsarFS.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c68eae65ade06614693a412d081f2594 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/TIPS.cs b/Assets/Shaders/TIPS.cs new file mode 100644 index 0000000..7521979 --- /dev/null +++ b/Assets/Shaders/TIPS.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering; + +#if UNITY_EDITOR + +using UnityEditor.Rendering.HighDefinition; +using UnityEditor; + +[CustomPassDrawerAttribute(typeof(TIPS))] +class TIPSEditor : CustomPassDrawer +{ + private class Styles + { + public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + + public static GUIContent mesh = new GUIContent("Mesh", "Mesh used for the scanner effect."); + public static GUIContent size = new GUIContent("Size", "Size of the effect."); + public static GUIContent rotationSpeed = new GUIContent("Speed", "Speed of rotation."); + public static GUIContent edgeThreshold = new GUIContent("Edge Threshold", "Edge detect effect threshold."); + public static GUIContent edgeRadius = new GUIContent("Edge Radius", "Radius of the edge detect effect."); + public static GUIContent glowColor = new GUIContent("Color", "Color of the effect"); + } + + SerializedProperty mesh; + SerializedProperty size; + SerializedProperty rotationSpeed; + SerializedProperty edgeDetectThreshold; + SerializedProperty edgeRadius; + SerializedProperty glowColor; + + protected override void Initialize(SerializedProperty customPass) + { + mesh = customPass.FindPropertyRelative("mesh"); + size = customPass.FindPropertyRelative("size"); + rotationSpeed = customPass.FindPropertyRelative("rotationSpeed"); + edgeDetectThreshold = customPass.FindPropertyRelative("edgeDetectThreshold"); + edgeRadius = customPass.FindPropertyRelative("edgeRadius"); + glowColor = customPass.FindPropertyRelative("glowColor"); + } + + // We only need the name to be displayed, the rest is controlled by the TIPS effect + protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name; + + protected override void DoPassGUI(SerializedProperty customPass, Rect rect) + { + mesh.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.mesh, mesh.objectReferenceValue, typeof(Mesh), false); + rect.y += Styles.defaultLineSpace; + + size.floatValue = EditorGUI.Slider(rect, Styles.size, size.floatValue, 0.2f, TIPS.kMaxDistance); + rect.y += Styles.defaultLineSpace; + rotationSpeed.floatValue = EditorGUI.Slider(rect, Styles.rotationSpeed, rotationSpeed.floatValue, 0f, 30f); + rect.y += Styles.defaultLineSpace; + edgeDetectThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeThreshold, edgeDetectThreshold.floatValue, 0.1f, 5f); + rect.y += Styles.defaultLineSpace; + edgeRadius.intValue = EditorGUI.IntSlider(rect, Styles.edgeRadius, edgeRadius.intValue, 1, 6); + rect.y += Styles.defaultLineSpace; + glowColor.colorValue = EditorGUI.ColorField(rect, Styles.glowColor, glowColor.colorValue, true, false, true); + } + + protected override float GetPassHeight(SerializedProperty customPass) => Styles.defaultLineSpace * 6; +} + +#endif + +class TIPS : CustomPass +{ + public Mesh mesh = null; + public float size = 5; + public float rotationSpeed = 5; + public float edgeDetectThreshold = 1; + public int edgeRadius = 2; + public Color glowColor = Color.white; + + public const float kMaxDistance = 1000; + + public Material tipsMeshMaterial; + + Material fullscreenMaterial; + RTHandle tipsBuffer; // additional render target for compositing the custom and camera color buffers + + int compositingPass; + int blurPass; + + // It can be used to configure render targets and their clear state. Also to create temporary render target textures. + // When empty this render pass will render to the active camera render target. + // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. + // The render pipeline will ensure target setup and clearing happens in an performance manner. + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + tipsMeshMaterial = Resources.Load("Shader Graphs_TIPS_Effect"); + fullscreenMaterial = CoreUtils.CreateEngineMaterial("FullScreen/TIPS"); + tipsBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, useDynamicScale: true, name: "TIPS Buffer"); + + compositingPass = fullscreenMaterial.FindPass("Compositing"); + blurPass = fullscreenMaterial.FindPass("Blur"); + targetColorBuffer = TargetBuffer.Custom; + targetDepthBuffer = TargetBuffer.Custom; + clearFlags = ClearFlag.All; + } + + protected override void Execute(CustomPassContext ctx) + { + if (fullscreenMaterial == null) + return ; + + if (mesh != null && tipsMeshMaterial != null) + { + Transform cameraTransform = ctx.hdCamera.camera.transform; + Matrix4x4 trs = Matrix4x4.TRS(cameraTransform.position, Quaternion.Euler(0f, Time.realtimeSinceStartup * rotationSpeed, Time.realtimeSinceStartup * rotationSpeed * 0.5f), Vector3.one * size); + tipsMeshMaterial.SetFloat("_Intensity", (0.2f / size) * kMaxDistance); + ctx.cmd.DrawMesh(mesh, trs, tipsMeshMaterial, 0, tipsMeshMaterial.FindPass("ForwardOnly")); + } + + ctx.propertyBlock.SetFloat("_EdgeDetectThreshold", edgeDetectThreshold); + ctx.propertyBlock.SetColor("_GlowColor", glowColor); + ctx.propertyBlock.SetFloat("_EdgeRadius", (float)edgeRadius); + ctx.propertyBlock.SetFloat("_BypassMeshDepth", (mesh != null) ? 0 : size); + CoreUtils.SetRenderTarget(ctx.cmd, tipsBuffer, ClearFlag.Color); + CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: compositingPass, properties: ctx.propertyBlock); + + ctx.propertyBlock.SetTexture("_TIPSBuffer", tipsBuffer); + CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer); + CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: blurPass, properties: ctx.propertyBlock); + } + + protected override void Cleanup() + { + CoreUtils.Destroy(fullscreenMaterial); + tipsBuffer.Release(); + } +} \ No newline at end of file diff --git a/Assets/Shaders/TIPS.cs.meta b/Assets/Shaders/TIPS.cs.meta new file mode 100644 index 0000000..01ae436 --- /dev/null +++ b/Assets/Shaders/TIPS.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f0ebb66443d21f744bd46bb07576d93a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/TIPS.shader b/Assets/Shaders/TIPS.shader new file mode 100644 index 0000000..3d2fb4f --- /dev/null +++ b/Assets/Shaders/TIPS.shader @@ -0,0 +1,194 @@ +Shader "FullScreen/TIPS" +{ + HLSLINCLUDE + + #pragma vertex Vert + + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" + + // The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader: + // struct PositionInputs + // { + // float3 positionWS; // World space position (could be camera-relative) + // float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset) + // uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels) + // uint2 tileCoord; // Screen tile coordinates : [0, NumTiles) + // float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed) + // float linearDepth; // View space Z coordinate : [Near, Far] + // }; + + // To sample custom buffers, you have access to these functions: + // But be careful, on most platforms you can't sample to the bound color buffer. It means that you + // can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer). + // float4 SampleCustomColor(float2 uv); + // float4 LoadCustomColor(uint2 pixelCoords); + // float LoadCustomDepth(uint2 pixelCoords); + // float SampleCustomDepth(float2 uv); + + // There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl, + // you can check them out in the source code of the core SRP package. + + TEXTURE2D_X(_TIPSBuffer); + float _EdgeDetectThreshold; + float3 _GlowColor; + float _EdgeRadius; + float _BypassMeshDepth; + + float SampleClampedDepth(float2 uv) { return SampleCameraDepth(clamp(uv, _ScreenSize.zw, 1 - _ScreenSize.zw)).r; } + + float EdgeDetect(float2 uv, float depthThreshold, float normalThreshold) + { + normalThreshold *= _EdgeDetectThreshold; + depthThreshold *= _EdgeDetectThreshold; + float halfScaleFloor = floor(_EdgeRadius * 0.5); + float halfScaleCeil = ceil(_EdgeRadius * 0.5); + + // Compute uv position to fetch depth informations + float2 bottomLeftUV = uv - float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleFloor; + float2 topRightUV = uv + float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleCeil; + float2 bottomRightUV = uv + float2(_ScreenSize.zw.x * halfScaleCeil, -_ScreenSize.zw.y * halfScaleFloor); + float2 topLeftUV = uv + float2(-_ScreenSize.zw.x * halfScaleFloor, _ScreenSize.zw.y * halfScaleCeil); + + // Depth from camera buffer + float depth0 = SampleClampedDepth(bottomLeftUV); + float depth1 = SampleClampedDepth(topRightUV); + float depth2 = SampleClampedDepth(bottomRightUV); + float depth3 = SampleClampedDepth(topLeftUV); + + float depthDerivative0 = depth1 - depth0; + float depthDerivative1 = depth3 - depth2; + + float edgeDepth = sqrt(pow(depthDerivative0, 2) + pow(depthDerivative1, 2)) * 100; + + float newDepthThreshold = depthThreshold * depth0; + edgeDepth = edgeDepth > newDepthThreshold ? 1 : 0; + + // Normals extracted from the camera normal buffer + NormalData normalData0, normalData1, normalData2, normalData3; + DecodeFromNormalBuffer(_ScreenSize.xy * bottomLeftUV, normalData0); + DecodeFromNormalBuffer(_ScreenSize.xy * topRightUV, normalData1); + DecodeFromNormalBuffer(_ScreenSize.xy * bottomRightUV, normalData2); + DecodeFromNormalBuffer(_ScreenSize.xy * topLeftUV, normalData3); + + float3 normalFiniteDifference0 = normalData1.normalWS - normalData0.normalWS; + float3 normalFiniteDifference1 = normalData3.normalWS - normalData2.normalWS; + + float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); + edgeNormal = edgeNormal > normalThreshold ? 1 : 0; + + // Combined + return max(edgeDepth, edgeNormal); + } + + float4 Compositing(Varyings varyings) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); + + float depth = LoadCameraDepth(varyings.positionCS.xy); + PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + float4 color = float4(0.0, 0.0, 0.0, 0.0); + + // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point + if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) + color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); + + // Do some normal and depth based edge detection on the camera buffers. + float3 edgeDetectColor = EdgeDetect(posInput.positionNDC.xy, 2, 1) * _GlowColor; + // Remove the edge detect effect between the sky and objects when the object is inside the sphere + edgeDetectColor *= depth != UNITY_RAW_FAR_CLIP_VALUE; + + // Load depth and color information from the custom buffer + float meshDepthPos = LoadCustomDepth(posInput.positionSS.xy); + float4 meshColor = LoadCustomColor(posInput.positionSS.xy); + + // Change the color of the icosahedron mesh + meshColor = float4(_GlowColor, 1) * meshColor; + + // Transform the raw depth into eye space depth + float sceneDepth = LinearEyeDepth(depth, _ZBufferParams); + float meshDepth = LinearEyeDepth(meshDepthPos, _ZBufferParams); + + if (_BypassMeshDepth != 0) + meshDepth = _BypassMeshDepth; + + // Add the intersection with mesh and scene depth to the edge detect result + edgeDetectColor = lerp(edgeDetectColor, _GlowColor, saturate(2 - abs(meshDepth - sceneDepth) * 200 * rcp(_EdgeRadius))); + + // Blend the mesh color and edge detect color using the mesh alpha transparency + float3 edgeMeshColor = lerp(edgeDetectColor, meshColor.xyz, (meshDepth < sceneDepth) ? meshColor.a : 0); + + // Avoid edge detection effect to leak inside the isocahedron mesh + float3 finalColor = saturate(meshDepth - sceneDepth) > 0 ? color.xyz : edgeMeshColor; + + return float4(finalColor, 1); + } + + // Try to remove fireflies + float4 Blur(Varyings varyings) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); + + float depth = LoadCameraDepth(varyings.positionCS.xy); + float meshDepth = LoadCustomDepth(varyings.positionCS.xy); + PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + + // It didn't worked :p + return float4(LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb, 1); + + float3 color = LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb; + + // don't blur non outlined image + if (LinearEyeDepth(depth, _ZBufferParams) < LinearEyeDepth(meshDepth, _ZBufferParams) + 0.1) + return float4(color.r, 0, 0, 1); + + float3 t; + for (float x = -1; x <= 1; x++) + for (float y = -1; y <= 1; y++) + { + t += LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy + float2(x, y), 0).rgb; + } + + if (Luminance(t) < Luminance(_GlowColor) * 3) + color = 0; + + return float4(color, 1); + } + + ENDHLSL + + SubShader + { + Pass + { + Name "Compositing" + + ZWrite Off + ZTest Always + Blend Off + Cull Off + + HLSLPROGRAM + #pragma fragment Compositing + ENDHLSL + } + + Pass + { + Name "Blur" + + ZWrite Off + ZTest Always + Blend Off + Cull Off + + HLSLPROGRAM + #pragma fragment Blur + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/Shaders/TIPS.shader.meta b/Assets/Shaders/TIPS.shader.meta new file mode 100644 index 0000000..87aae77 --- /dev/null +++ b/Assets/Shaders/TIPS.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cb4760d54220b584582c8a12cc4c42ed +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Textures/stars.jpg b/Assets/Textures/stars.jpg new file mode 100644 index 0000000..170ab68 Binary files /dev/null and b/Assets/Textures/stars.jpg differ diff --git a/Assets/Textures/stars.jpg.meta b/Assets/Textures/stars.jpg.meta new file mode 100644 index 0000000..6ea8b50 --- /dev/null +++ b/Assets/Textures/stars.jpg.meta @@ -0,0 +1,122 @@ +fileFormatVersion: 2 +guid: bae070238e2a46d4b9ef80e6301c6710 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 2 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - 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m_Folders: - - Assets/Scenes/MNML_Orbital + m_Folders: [] m_Globs: [] m_OriginalText: m_ViewMode: 0 @@ -699,7 +698,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: 30830000 m_LastClickedID: 33584 - m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000 + m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000d0720100 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -724,24 +723,24 @@ MonoBehaviour: m_Icon: {fileID: 0} m_ResourceFile: m_AssetTreeState: - scrollPos: {x: 0, y: 60} - m_SelectedIDs: 9e63f8ff + scrollPos: {x: 0, y: 68} + m_SelectedIDs: 90a20100 m_LastClickedID: 0 - m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000 + m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e63000030630000346300009a690000f2c1000032d80000d0720100 m_RenameOverlay: m_UserAcceptedRename: 0 - m_Name: MNML_Orbital - m_OriginalName: MNML_Orbital + m_Name: + m_OriginalName: m_EditFieldRect: serializedVersion: 2 x: 0 y: 0 width: 0 height: 0 - m_UserData: 55124 + m_UserData: 0 m_IsWaitingForDelay: 0 m_IsRenaming: 0 - m_OriginalEventType: 0 + m_OriginalEventType: 11 m_IsRenamingFilename: 1 m_ClientGUIView: {fileID: 9} m_SearchString: @@ -752,8 +751,8 @@ MonoBehaviour: m_Icon: {fileID: 0} m_ResourceFile: m_ListAreaState: - m_SelectedInstanceIDs: 9e63f8ff - m_LastClickedInstanceID: -498786 + m_SelectedInstanceIDs: 90a20100 + m_LastClickedInstanceID: 107152 m_HadKeyboardFocusLastEvent: 0 m_ExpandedInstanceIDs: c6230000 m_RenameOverlay: @@ -804,9 +803,9 @@ MonoBehaviour: m_Pos: serializedVersion: 2 x: 0 - y: 995 + y: 1097 width: 1943 - height: 364 + height: 262 m_ViewDataDictionary: {fileID: 0} m_OverlayCanvas: m_LastAppliedPresetName: Default @@ -832,9 +831,9 @@ MonoBehaviour: m_Pos: serializedVersion: 2 x: 0 - y: 787 + y: 821 width: 1943 - height: 572 + height: 538 m_ViewDataDictionary: {fileID: 0} m_OverlayCanvas: m_LastAppliedPresetName: Default @@ -859,8 +858,8 @@ MonoBehaviour: y: 0 width: 616 height: 1307 - m_MinSize: {x: 275, y: 50} - m_MaxSize: {x: 4000, y: 4000} + m_MinSize: {x: 276, y: 71} + m_MaxSize: {x: 4001, y: 4021} m_ActualView: {fileID: 14} m_Panes: - {fileID: 14} @@ -897,7 +896,7 @@ MonoBehaviour: m_ObjectsLockedBeforeSerialization: [] m_InstanceIDsLockedBeforeSerialization: m_PreviewResizer: - m_CachedPref: 271 + m_CachedPref: 332 m_ControlHash: -371814159 m_PrefName: Preview_InspectorPreview m_LastInspectedObjectInstanceID: -1 diff --git a/beta-keys.txt b/beta-keys.txt new file mode 100644 index 0000000..403604e --- /dev/null +++ b/beta-keys.txt @@ -0,0 +1,20 @@ +britt - EE8CQ-I0X33-JRCZJ +ntr - KQYNZ-2Z2NG-KPI3L +mashy - 0DQVD-FZVXT-HJEL6 +liam - NPGG6-G65ZM-TLV73 +BQ3FD-R30RJ-DDNFQ +XC76T-5NF8X-3VCND +NPMEM-IIPBV-88AIT +MIMP9-V2YTX-ZJIKZ +NZM0A-0BX7V-IFL2K +MQ7HQ-W3CAA-2TCQE +YDFG8-V9XPY-BTLYY +QZCVH-R3T65-ZYR0E +2V8PY-E0ZAF-92WCK +ICH86-PKXKD-QE2K7 +XRYBJ-LKXTJ-XK2JM +YBNKC-AM4XG-B2R3L +NCAQK-6FLVQ-IZQGC +2F50V-6QHRL-ZJF0Z +D7XYL-HGBAG-MVFQF +4LNMB-8XV6D-FDRLP