Files
beyond/Assets/Shaders/WaveGraph.shader
2024-11-20 15:21:28 +01:00

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Shader "Unlit/WaveGraph"
{
Properties
{
P1ColorIn("Color1 In", Color) = (1.0, 0.5, 0.0, 1.0)
P1ColorOut("Color1 Out", Color) = (1.0, 0.0, 0.0, 1.0)
P2ColorIn("Color2 In", Color) = (0.0, 1.0, 0.5, 1.0)
P2ColorOut("Color2 Out", Color) = (1.0, 1.0, 0.0, 1.0)
P3ColorIn("Color3 In", Color) = (0.0, 0.5, 1.0, 1.0)
P3ColorOut("Color3 Out", Color) = (0.0, 0.0, 1.0, 1.0)
P4ColorIn("Color4 In", Color) = (0.5, 0.0, 5.0, 1.0)
P4ColorOut("Color4 Out", Color) = (.5, 0.0, 0.0, 1.0)
Amplitudes("Amplitudes", Vector) = (0.1, 0.2, 0.3, 0.4)
Frequencies("Frequencies", Vector) = (40, 30, 20, 10)
[Toggle(ENABLE_MULTIWAVE)] _MULTIWAVE ("Enable multiwave feature", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile __ ENABLE_MULTIWAVE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
half4 P1ColorIn;
half4 P1ColorOut;
half4 P2ColorIn;
half4 P2ColorOut;
half4 P3ColorIn;
half4 P3ColorOut;
half4 P4ColorIn;
half4 P4ColorOut;
half4 Amplitudes;
half4 Frequencies;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
half3 CalcCurve(half2 uv, float amp, float freq, half3 c1, half3 c2)
{
float curve = amp * sin((freq * uv.x) + (2.0 * _Time.z));
float lineAShape = smoothstep(1.0 - clamp(distance(curve + uv.y, 0.5), 0.0, 1.0), 1.0, 0.99);
return (1.0 - lineAShape) * lerp(c1, c2, lineAShape);
}
half3 CalcComplexCurve(half2 uv, half4 amp, half4 freq, half3 c1, half3 c2)
{
float curve = amp.x * sin((freq.x * uv.x) + (2.0 * _Time.z));
curve += amp.y * sin((freq.y * uv.x) + (2.0 * _Time.z));
curve += amp.z * sin((freq.z * uv.x) + (2.0 * _Time.z));
curve += amp.w * sin((freq.w * uv.x) + (2.0 * _Time.z));
float lineAShape = smoothstep(1.0 - clamp(distance(curve + uv.y, 0.5), 0.0, 1.0), 1.0, 0.99);
return (1.0 - lineAShape) * lerp(c1, c2, lineAShape);
}
half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = half4(0,0,0,1);// = tex2D(_MainTex, i.uv);
/*
float curve = 0.5 * sin((40 * i.uv.x) + (2.0 * _Time.z));
float lineAShape = smoothstep(1.0 - clamp(distance(curve + i.uv.y, 0.5), 0.0, 1.0), 1.0, 0.99);
half3 lineACol = (1.0 - lineAShape) * lerp(P1ColorIn, P1ColorOut, lineAShape);
*/
#if ENABLE_MULTIWAVE
col.rgb = CalcCurve(i.uv, Amplitudes.x, Frequencies.x, P1ColorIn, P1ColorOut);
col.rgb += CalcCurve(i.uv, Amplitudes.y, Frequencies.y, P2ColorIn, P2ColorOut);
col.rgb += CalcCurve(i.uv, Amplitudes.z, Frequencies.z, P3ColorIn, P3ColorOut);
col.rgb += CalcCurve(i.uv, Amplitudes.w, Frequencies.w, P4ColorIn, P4ColorOut);
#else
col.rgb = CalcComplexCurve(i.uv, Amplitudes, Frequencies, P1ColorIn, P1ColorOut);
#endif
return col;
}
ENDCG
}
}
}