128 lines
4.5 KiB
Plaintext
128 lines
4.5 KiB
Plaintext
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// This shader draws a texture on the mesh.
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Shader "custom/enemy"
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{
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// The _BaseMap variable is visible in the Material's Inspector, as a field
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// called Base Map.
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Properties
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{
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[HDR] _Color1("Color1", Color) = (1,1,1,1)
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[HDR] _Color2("Color2", Color) = (1,1,1,1)
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_Alpha("Alpha", Float) = 1.0
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// [HDR] _Color2("Color 2", Color) = (1,1,1,1)
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// _FadeStrength("Fade Strength", Float) = 0.1
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// _VertexScale("Vertex Scale", Float) = 0
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_M("M", Float) = 0.5
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_C("C", Float) = 0.0
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_NoiseMap("Noise Map", 2D) = "black"
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_VertexDistortion("Vertex Distortion", Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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float2 uv : TEXCOORD0;
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half3 normal : NORMAL;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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float2 uv : TEXCOORD0;
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float3 wpos : TEXCOORD1;
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half3 normal : NORMAL;
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};
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float _M = 0.5;
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float _C = 0.0;
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float4 _Color1;
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float4 _Color2;
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float _Alpha;
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float _TimeToNextBeat;
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float _VertexDistortion;
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// float _VertexScale;
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// float _FadeStrength;
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// This macro declares _BaseMap as a Texture2D object.
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TEXTURE2D(_BaseMap);
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// This macro declares the sampler for the _BaseMap texture.
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SAMPLER(sampler_BaseMap);
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TEXTURE2D(_NoiseMap);
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SAMPLER(sampler_NoiseMap);
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CBUFFER_START(UnityPerMaterial)
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// The following line declares the _BaseMap_ST variable, so that you
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// can use the _BaseMap variable in the fragment shader. The _ST
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// suffix is necessary for the tiling and offset function to work.
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float4 _BaseMap_ST;
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float4 _NoiseMap_ST;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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float3 vpos = IN.positionOS.xyz;
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float3 wpos = TransformObjectToWorld(vpos);
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OUT.wpos = wpos;
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OUT.normal = IN.normal;
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float d = 1.0+length(wpos)*0.5;
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float2 uv = wpos.zx;
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float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
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// vpos += _VertexScale*float3(0,0,5)*d;
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vpos += float3(_VertexDistortion,0,0)*noise*d;
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// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
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// noise *= d*d * 0.1;
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// vpos *= lerp (0.9,1.1,noise);
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OUT.positionHCS = TransformObjectToHClip(vpos);
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// The TRANSFORM_TEX macro performs the tiling and offset
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// transformation.
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OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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// calculate pixel
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float2 res = _ScreenParams;
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float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
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float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
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toCentre = normalize(toCentre);
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float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
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// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
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// float t = length(p);
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// return lerp(_Color1,_Color2,t * _FadeStrength);
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float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
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return c;
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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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