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; r3) 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 }