122 lines
4.6 KiB
Plaintext
122 lines
4.6 KiB
Plaintext
Shader "Scanner/WorldScanning/Matrix" {
|
|
Properties {
|
|
[Header(Surface)]
|
|
_BaseMap ("Base Map", 2D) = "white" {}
|
|
_BaseColor ("Base Color", Color) = (1, 1, 1, 1)
|
|
[Normal][NoScaleOffset]_BumpMap ("Normal Map", 2D) = "bump" {}
|
|
|
|
[Header(Matrix)]
|
|
_CharScale ("Character Scale", Range(0.01, 0.4)) = 0.2
|
|
_CharDarkness ("Character Darkness", Range(0.1, 32)) = 30
|
|
|
|
[Header(Scan)]
|
|
_LightSweepVector ("Light Sweep Vector", Vector) = (0, 0, 1, 0)
|
|
_LightSweepAmp ("Light Sweep Amp", Float) = 1
|
|
_LightSweepExp ("Light Sweep Exp", Float) = 10
|
|
_LightSweepInterval ("Light Sweep Interval", Float) = 20
|
|
_LightSweepSpeed ("Light Sweep Speed", Float) = 10
|
|
_LightSweepColor ("Light Sweep Color", Color) = (1, 1, 1, 1)
|
|
_LightSweepAddColor ("Light Sweep Add Color", Color) = (0, 0, 0, 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
|
|
#pragma multi_compile ALS_DIRECTIONAL
|
|
|
|
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
|
|
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
|
|
|
|
// matrix effect /////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
sampler2D _GlobalNoise, _GlobalFont;
|
|
half _CharScale, _CharDarkness;
|
|
|
|
float text (float2 coord)
|
|
{
|
|
float2 uv = frac(coord / 16.0);
|
|
uv = uv * 0.7 + 0.1;
|
|
|
|
float2 block = floor(coord / 16.0);
|
|
float2 rand = tex2D(_GlobalNoise, block / 512.0).xy; // 512 is the white noise texture width
|
|
rand = floor(rand * 16.0);
|
|
uv += rand;
|
|
uv *= 0.0625; // 0~16 normalize to 0~1
|
|
uv.x = -uv.x;
|
|
return tex2D(_GlobalFont, uv).r;
|
|
}
|
|
|
|
#define dropLength 512
|
|
float3 rain (float2 coord)
|
|
{
|
|
coord.x = floor(coord.x / 16.0);
|
|
float offset = sin(coord.x * 15.0);
|
|
float speed = cos(coord.x * 3.0) * 0.15 + 0.35;
|
|
float y = frac((coord.y / dropLength) + _Time.y * speed + offset);
|
|
return float3(0.1, 1.0, 0.35) / (y * _CharDarkness);
|
|
}
|
|
float3 MatrixEffect (float2 coord)
|
|
{
|
|
float3 c = rain(coord * dropLength *_CharScale);
|
|
return text(coord * dropLength * _CharScale) * c;
|
|
}
|
|
// matrix effect /////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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)
|
|
{
|
|
half4 sweep = LightSweepColor(float4(surfaceData.positionWS, 1.0));
|
|
|
|
half4 col = half4(0, 0, 0, 1);
|
|
float3 colFront = MatrixEffect(surfaceData.positionWS.xy + sin(surfaceData.positionWS.zz));
|
|
float3 colSide = MatrixEffect(surfaceData.positionWS.zy + sin(surfaceData.positionWS.xx));
|
|
float3 colTop = MatrixEffect(surfaceData.positionWS.xz + sin(surfaceData.positionWS.yy));
|
|
|
|
float3 bw = pow(normalize(abs(surfaceData.normalWS)), 10.0); // blend weight
|
|
bw /= (bw.x + bw.y + bw.z);
|
|
col.xyz = colFront * bw.z + colSide * bw.x + colTop * bw.y;
|
|
|
|
half3 rgb = surfaceData.diffuse * lightingData.light.color * lightingData.NdotL;
|
|
rgb += (col.rgb * sweep.r);
|
|
rgb = saturate(rgb);
|
|
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
|
|
} |