2021-01-10 06:55:45 +01:00
|
|
|
// This shader draws a texture on the mesh.
|
|
|
|
Shader "custom/bullet"
|
|
|
|
{
|
|
|
|
// The _BaseMap variable is visible in the Material's Inspector, as a field
|
|
|
|
// called Base Map.
|
|
|
|
Properties
|
|
|
|
{
|
|
|
|
[HDR] _Color1("Color1", Color) = (1,1,1,1)
|
|
|
|
[HDR] _Color2("Color2", Color) = (1,1,1,1)
|
|
|
|
[HDR] _FarColor("Far Color", Color) = (1,1,1,1)
|
|
|
|
|
|
|
|
_Alpha("Alpha", Float) = 1.0
|
|
|
|
// [HDR] _Color2("Color 2", Color) = (1,1,1,1)
|
|
|
|
// _FadeStrength("Fade Strength", Float) = 0.1
|
|
|
|
// _VertexScale("Vertex Scale", Float) = 0
|
|
|
|
_PulseIntensity("Pulse Intensity", Float) = 1.0
|
|
|
|
_TrackWidth("Track Width", Float) = 20
|
|
|
|
|
|
|
|
_M("M", Float) = 0.5
|
|
|
|
_C("C", Float) = 0.0
|
|
|
|
|
|
|
|
_NoiseMap("Noise Map", 2D) = "black"
|
|
|
|
}
|
|
|
|
|
|
|
|
SubShader
|
|
|
|
{
|
|
|
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
|
|
|
|
|
|
|
Pass
|
|
|
|
{
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
|
|
#pragma fragment frag
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
|
|
|
|
|
|
struct Attributes
|
|
|
|
{
|
|
|
|
float4 positionOS : POSITION;
|
|
|
|
// The uv variable contains the UV coordinate on the texture for the
|
|
|
|
// given vertex.
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
half3 normal : NORMAL;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Varyings
|
|
|
|
{
|
|
|
|
float4 positionHCS : SV_POSITION;
|
|
|
|
// The uv variable contains the UV coordinate on the texture for the
|
|
|
|
// given vertex.
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
float3 wpos : TEXCOORD1;
|
|
|
|
half3 normal : NORMAL;
|
|
|
|
};
|
|
|
|
|
|
|
|
float _M = 0.5;
|
|
|
|
float _C = 0.0;
|
|
|
|
float4 _Color1;
|
|
|
|
float4 _Color2;
|
|
|
|
float4 _FarColor;
|
|
|
|
float _Alpha;
|
|
|
|
float _PulseIntensity;
|
|
|
|
|
|
|
|
|
|
|
|
// float _VertexScale;
|
|
|
|
// float _FadeStrength;
|
|
|
|
|
|
|
|
// This macro declares _BaseMap as a Texture2D object.
|
|
|
|
TEXTURE2D(_BaseMap);
|
|
|
|
// This macro declares the sampler for the _BaseMap texture.
|
|
|
|
SAMPLER(sampler_BaseMap);
|
|
|
|
TEXTURE2D(_NoiseMap);
|
|
|
|
SAMPLER(sampler_NoiseMap);
|
|
|
|
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
2021-01-10 15:32:12 +01:00
|
|
|
float _DistanceToNextBeat;
|
|
|
|
float _DistanceFromLastBeat;
|
|
|
|
float _TrackWidth;
|
|
|
|
float _PlayerXPos;
|
|
|
|
|
2021-01-10 06:55:45 +01:00
|
|
|
// The following line declares the _BaseMap_ST variable, so that you
|
|
|
|
// can use the _BaseMap variable in the fragment shader. The _ST
|
|
|
|
// suffix is necessary for the tiling and offset function to work.
|
|
|
|
float4 _BaseMap_ST;
|
|
|
|
float4 _NoiseMap_ST;
|
|
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
Varyings vert(Attributes IN)
|
|
|
|
{
|
|
|
|
Varyings OUT;
|
|
|
|
|
|
|
|
float3 vpos = IN.positionOS.xyz;
|
|
|
|
float3 wpos = TransformObjectToWorld(vpos);
|
|
|
|
float radius = 4.0;
|
|
|
|
float d = _TrackWidth;
|
|
|
|
float r = radius - vpos.y;
|
|
|
|
float x = wpos.x;
|
|
|
|
x -= _PlayerXPos;
|
|
|
|
|
|
|
|
float a = 2*PI*(x/d+0.5);
|
|
|
|
a += 0.5*PI;
|
|
|
|
|
|
|
|
wpos = float3(cos(a)*r,sin(a)*r, wpos.z);
|
|
|
|
|
|
|
|
vpos = TransformWorldToObject(wpos);
|
2021-01-10 15:32:12 +01:00
|
|
|
|
|
|
|
OUT.normal = IN.normal;
|
2021-01-10 06:55:45 +01:00
|
|
|
OUT.wpos = wpos;
|
|
|
|
OUT.positionHCS = TransformObjectToHClip(vpos);
|
|
|
|
// The TRANSFORM_TEX macro performs the tiling and offset
|
|
|
|
// transformation.
|
|
|
|
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
|
|
|
return OUT;
|
|
|
|
}
|
|
|
|
|
2021-01-10 15:32:12 +01:00
|
|
|
float4 frag(Varyings IN) : SV_Target
|
2021-01-10 06:55:45 +01:00
|
|
|
{
|
|
|
|
// calculate pixel
|
2021-01-10 15:32:12 +01:00
|
|
|
float2 res = _ScreenParams.xy;
|
2021-01-10 06:55:45 +01:00
|
|
|
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
|
|
|
|
|
|
|
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
|
|
|
|
toCentre = normalize(toCentre);
|
|
|
|
|
2021-01-10 15:32:12 +01:00
|
|
|
float t = dot(IN.normal.xy, toCentre) * 0.5 + 0.5;
|
2021-01-10 06:55:45 +01:00
|
|
|
|
|
|
|
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
|
|
|
|
|
|
|
|
// float t = length(p);
|
|
|
|
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
|
|
|
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
|
|
|
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
|
|
|
|
|
|
|
|
return c;
|
|
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|