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beyond/Assets/ThirdParty/FluXY/Editor/Resources/Shaders/FlipbookPreview.shader
2024-11-20 15:21:28 +01:00

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Shader "Fluxy/Editor/Flipbooks/FlipbookPreview"
{
Properties
{
_MainTex ("Density flipbook", 2D) = "white" {}
_Velocity ("Velocity flipbook", 2D) = "white" {}
}
SubShader
{
Cull Off
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Pass
{
Name "Render"
Blend One OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ INTERPOLATION
#include "UnityCG.cginc"
#include "../../../Resources/Shaders/FluidUtils.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 clipUV : TEXCOORD1;
float4 vertex : SV_POSITION;
};
float4 _Detail_ST;
uniform float4x4 unity_GUIClipTextureMatrix;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _GUIClipTexture;
float _PlaybackSpeed;
float _Duration;
float _AspectRatio;
float _Interpolation;
int _FrameCount;
int _Columns;
float4 frag (v2f i) : SV_Target
{
float frameDuration = _Duration / _FrameCount;
int rows = ceil(_FrameCount / (float)_Columns);
float currentFrame = _Time.y / frameDuration * _PlaybackSpeed;
float2 uv = FlipbookUV(i.uv, rows, _Columns, _FrameCount, currentFrame);
#if INTERPOLATION
float frameProgress = frac(currentFrame);
float2 frameSize = float2(_Columns, rows);
float2 uv2 = FlipbookUV(i.uv, rows, _Columns, _FrameCount, currentFrame + 1);
float2 velocity = UnpackVelocity(tex2D(_Velocity,uv).xy);
float2 velocity2 = UnpackVelocity(tex2D(_Velocity,uv2).xy);
float4 state = tex2D(_MainTex, uv - velocity * frameProgress * frameDuration / frameSize * _Interpolation);
float4 state2 = tex2D(_MainTex, uv2 + velocity2 * (1 - frameProgress) * frameDuration / frameSize * _Interpolation);
state = lerp(state, state2, frameProgress);
#else
float4 state = tex2D(_MainTex, uv);
#endif
float3 col1 = float3(0.1,0.1,0.1);
float3 col2 = float3(0.2,0.2,0.2);
float total = floor(i.uv.x * _AspectRatio * 16) + floor(i.uv.y * 16);
float4 checker = float4(lerp(0.1, 0.2, step(fmod(total, 2.0), 0.5)).xxx, 1.0);
return lerp(checker, state, state.a) * tex2D(_GUIClipTexture, i.clipUV).a;
}
ENDHLSL
}
}
}