98 lines
2.6 KiB
Plaintext
98 lines
2.6 KiB
Plaintext
Shader "Fluxy/Rendering/Pressure Waves"
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{
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Properties
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{
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_Color ("Color", Color) = (0,0.5,1, 1)
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_Falloff("Edge Falloff", Range(0.0, 1.0)) = 0.2
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_InvFade ("Soft Particles Factor", Range(0.01,8.0)) = 1.0
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}
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SubShader
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{
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Cull Off
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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ZWrite Off
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Pass
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{
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Name "Render"
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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#include "../FluidUtils.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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};
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float4 _Detail_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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return o;
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}
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sampler2D _MainTex;
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float4 _Color;
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float _Falloff;
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float _InvFade;
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#ifdef SOFTPARTICLES_ON
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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#endif
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float4 frag (v2f i) : SV_Target
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{
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float2 uv = TileToUV(i.uv,_TileIndex);
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float4 velocity = tex2D(_Velocity,uv);
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float3 normal;
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NormalFromPressure_float(uv,1,normal);
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float curvature = 1 - dot(normal,float3(0,0,1));
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float4 color = _Color * curvature;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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color.a *= fade;
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#endif
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// edge falloff
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float falloff = SquareFalloff(i.uv,_Falloff);
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return color * falloff;
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}
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ENDHLSL
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}
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}
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}
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