Shader "Scanner/WorldScanning/Triangles Flow" { Properties { [Header(Surface)] _BaseMap ("Base Map", 2D) = "white" {} _BaseColor ("Base Color", Color) = (1, 1, 1, 1) [Normal][NoScaleOffset]_BumpMap ("Normal Map", 2D) = "bump" {} [Header(TrianglesFlow)] _Color ("Main Color", Color) = (1, 1, 1, 1) _Speed ("Speed", Range(0.1, 6)) = 1 _TrianglesScale ("Triangles Scale", Range(1, 32)) = 1 _RangeScale ("Range Scale", Range(0.1, 20)) = 1 _Center ("Center", Vector) = (0.0, -1.0, 3.0, 1.0) } SubShader { Tags { "RenderPipeline" = "UniversalRenderPipeline" "IgnoreProjector" = "True" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" float4 _BaseMap_ST; half4 _BaseColor; ENDHLSL Pass { Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex SurfaceVertex #pragma fragment SurfaceFragment #include "../Utils.cginc" // ------------------------------------- // Universal Render Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); half4 _Color, _Center; half _Speed, _TrianglesScale, _RangeScale; float r (float n) { return frac(abs(sin(n*55.753)*367.34)); } float r (float2 n) { return r(dot(n, float2(2.46, -1.21))); } float3 SmallTrianglesColor (float3 pos) { float a = (radians(60.0)); float zoom = 0.125; float2 c = (pos.xy + float2(0.0, pos.z)) * float2(sin(a), 1.0) / _TrianglesScale; c = ((c + float2(c.y, 0.0)*cos(a)) / zoom) + float2(floor((c.x - c.y*cos(a)) / zoom*4.0) / 4.0, 0.0); float type = (r(floor(c*4.0))*0.2 + r(floor(c*2.0))*0.3 + r(floor(c))*0.5); type += 0.3 * sin(_Time.y * 5.0 * type); float l = min(min((1.0 - (2.0 * abs(frac((c.x - c.y)*4.0) - 0.5))), (1.0 - (2.0 * abs(frac(c.y * 4.0) - 0.5)))), (1.0 - (2.0 * abs(frac(c.x * 4.0) - 0.5)))); l = smoothstep(0.06, 0.04, l); return lerp(type, l, 0.3); } float3 LargeTrianglesColor (float3 pos) { float a = (radians(60.0)); float zoom = 0.5; float2 c = (pos.xy + float2(0.0, pos.z)) * float2(sin(a), 1.0) / _TrianglesScale; c = ((c + float2(c.y, 0.0)*cos(a)) / zoom) + float2(floor((c.x - c.y*cos(a)) / zoom*4.0) / 4.0, 0.0); float l = min(min((1.0 - (2.0 * abs(frac((c.x - c.y)*4.0) - 0.5))), (1.0 - (2.0 * abs(frac(c.y * 4.0) - 0.5)))), (1.0 - (2.0 * abs(frac(c.x * 4.0) - 0.5)))); l = smoothstep(0.03, 0.02, l); return lerp(0.01, l, 1.0); } float3 TriFlow (in float3 pos, in float3 midPos) { float d = length(pos.xz - midPos.xz) + pos.y - midPos.y; d /= _RangeScale; float border = fmod(_Time.y * _Speed, 5.0); float3 c1 = LargeTrianglesColor(pos); float3 c2 = SmallTrianglesColor(pos); float3 c = smoothstep(border - 0.2, border, d); c += c1; c += c2 * smoothstep(border - 0.4, border - 0.6, d); c *= smoothstep(border, border - 0.05, d); c *= smoothstep(border - 3.0, border - 0.5, d); c *= smoothstep(5.0, 4.0, border); return c * _Color.rgb; } void SurfaceFunction (Varyings IN, out CustomSurfaceData surfaceData) { surfaceData = (CustomSurfaceData)0; float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap); half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv) * _BaseColor; surfaceData.diffuse = baseColor.rgb; surfaceData.normalWS = GetPerPixelNormalScaled(TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), uv, IN.normalWS, IN.tangentWS, 1.0); surfaceData.alpha = baseColor.a; surfaceData.positionWS = IN.positionWS; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// half4 LightingFunction (CustomSurfaceData surfaceData, LightingData lightingData) { half3 scan = TriFlow(surfaceData.positionWS, _Center.xyz); half3 rgb = surfaceData.diffuse * lightingData.light.color * lightingData.NdotL; rgb += scan; half a = surfaceData.alpha; return half4(rgb * lightingData.light.shadowAttenuation, a); } ENDHLSL } UsePass "Universal Render Pipeline/Lit/ShadowCaster" UsePass "Universal Render Pipeline/Lit/DepthOnly" UsePass "Universal Render Pipeline/Lit/Meta" } FallBack Off }