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 }