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kaiju/Assets/Scenes/_Shader/PulsarFS.shader

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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
}
}
Fallback Off
}