Files
2024-11-20 15:21:28 +01:00

123 lines
4.5 KiB
GLSL

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
}