ether shader modified to work with spectrum

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ntr committed 2022-05-26 13:29:30 +10:00
1 parent a2f0ed170b
commit 8e9f8c598f
41 files changed
+2982 -260

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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 - pos );
float3 col = lerp( float3(0.94,0.3,0.0), float3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9));
col+= 8.0*smoothstep( rad*0.95, rad, dis );
// render
float f = length(uv-pos)/rad;
f = sqrt(clamp(1.0-f*f,0.0,1.0));
outColour -= float4(col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f, 0.0);
}
// Vignetting
outColour *= sqrt(1.5-0.5*length(uv));
return outColour;
}
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
}
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Shader "FullScreen/Ether"
{
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
_ThemeStrength("ThemeStrength", 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 _ThemeStrength;
// 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 * 0.2;
p.xz = mul(m(t), p.xz);
p.xy = mul(m(t), p.xy);
float3 q = p*_Wildness;
return length(p +
float3(sin(t), sin(t), sin(t)))
*log(length(p)+_Zoom) + sin(q.x+sin(q.z+sin(q.y))) * spectrum.x;
}
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);
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
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Name "Custom Pass 0"
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// Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
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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 - map(n+.1, spectrum))*0.5, -.1, 1.);
float3 l = float3(0.1,0.3,.4) + float3(5., 2.5, 3.)*f;
colour = colour*l + smoothstep(2.5, .0, rz)*.7*l;
d += min(rz, 1.);
}
return float4(colour, 1.);
}
ENDHLSL
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{
Name "Custom Pass 0"
ZWrite Off
ZTest Always
// Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
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}
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Shader "Kaiju/Bubbles"
{
Properties
{
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
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.
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
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}
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