149 lines
5.3 KiB
Plaintext
149 lines
5.3 KiB
Plaintext
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Shader "Kaiju/Bubbles"
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{
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Properties
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{
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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_ThemeTexture("ThemeTexture", 2D) = "white" {}
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_SpectrumSize("SpectrumSize", float) = 16
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}
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HLSLINCLUDE
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
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// struct PositionInputs
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// {
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// float3 positionWS; // World space position (could be camera-relative)
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// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
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// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
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// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
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// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
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// float linearDepth; // View space Z coordinate : [Near, Far]
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// };
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// To sample custom buffers, you have access to these functions:
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// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
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// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
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// float4 SampleCustomColor(float2 uv);
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// float4 LoadCustomColor(uint2 pixelCoords);
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// float LoadCustomDepth(uint2 pixelCoords);
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// float SampleCustomDepth(float2 uv);
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// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
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// you can check them out in the source code of the core SRP package.
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sampler2D _SpectrumTexture;
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sampler2D _ThemeTexture;
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float3 pulsar(in float3 p, in float2 uv, float4 spectrum) {
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float accum = 0.2;
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float prev = 0;
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float tw = 1.0;
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float str = lerp(24.0, 26.0, spectrum.x);
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for (int i = 0; i < 18; ++i) {
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float mag = dot(p, p);
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// p = abs(p) / mag + float3(-.5, -.42 - cos(_Time.y*0.2)*0.02, -1.75 + sin(_Time.y*0.2)*0.003);
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float gangsta = -0.41;
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float tripp = -1.75;
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float yee = 0.004;
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float yuh = 0.02;
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// float gangsta = lerp(-0.42, -0.42, spectrum.z);
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// float yee = lerp(0.005, 0.006, spectrum.y);
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// float yuh = lerp(0.1, 0.1, spectrum.x);
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p = abs(p) / mag + float3(-.5, gangsta - cos(_Time.y*0.2)* yuh, tripp + sin(_Time.y*0.2)* yee);
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float w = exp(-float(i) / str);
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accum += w * exp(-str * pow(abs(mag - prev), 2.2));
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tw += w;
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prev = mag;
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}
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float t = clamp(5.0 * accum / tw - 0.9, 0.0, 1.0);
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return float3(1.3*t*t*t*(1.0 - length(uv)*0.2) , 1.2*t*t, 1.0*t);
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}
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const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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float gold_noise(in float2 xy, in float seed) {
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return frac(tan(distance(xy*PHI, xy)*seed)*xy.x);
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}
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float4 FullScreenPass(Varyings varyings) : SV_Target {
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
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if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
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color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
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// get uv
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float2 uv = posInput.positionNDC - 0.5;
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// fix aspect ratio
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// uv.x *= _ScreenParams.x / _ScreenParams.y;
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float4 output = float4(0.0, 0.0, 0.0, 0.0);
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float3 p = float3(uv * (_ScreenParams.xy / _ScreenParams.x) / 0.2, 0.0);
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float seed = 1239959818;
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// cool modulation
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float time = _Time.y;
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float sub = tex2D(_SpectrumTexture, 0.0);
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float bass = tex2D(_SpectrumTexture, 0.25);
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float mids = tex2D(_SpectrumTexture, 0.50);
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float highs = tex2D(_SpectrumTexture, 0.75);
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float4 spectrum = float4(sub, bass, mids, highs) * 2;
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float dir = ceil(sin(_Time.y));
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// output = float4(
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// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).r,
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// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).gb,
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// 1.0
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// );
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output = float4(
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pulsar(p, uv, spectrum),
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1.0
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);
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return output;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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HLSLPROGRAM
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#pragma fragment FullScreenPass
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ENDHLSL
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}
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}
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Fallback Off
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}
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