// This shader draws a texture on the mesh. Shader "custom/enemy" { // 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 _RadiusWithDistance("Radius with Distance", Float) = 0.003 _SpeedMultiplier("Speed Multiplier", Float) = 2.0 _BaseScale("Base Scale", Float) = 1.0 _M("M", Float) = 0.5 _C("C", Float) = 0.0 _NoiseMap("Noise Map", 2D) = "black" } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } Pass { // Blend OneMinusDstColor OneMinusSrcAlpha // Blend SrcAlpha 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; float2 polar : TEXCOORD2; // TODO!! }; float _M = 0.5; float _C = 0.0; float4 _Color1; float4 _Color2; float4 _FarColor; float _Alpha; float _SpeedMultiplier; float _RadiusWithDistance; float _TrackWidth; float _PlayerXPos; float _DistanceToNextBeat; float _DistanceSinceLastBeat; float _BaseScale; float _PulseIntensity; float _BaseTubeRadius; float _Intensity; // 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) // 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; float radius = _BaseTubeRadius; float d = _TrackWidth; float3 vpos = IN.positionOS.xyz; vpos*=2; OUT.normal = IN.normal; // position of the model's origin in world space float3 mo_wpos = TransformObjectToWorld(float3(0,0,0)); float db = _DistanceSinceLastBeat; float beat = db*db; vpos *= _BaseScale+beat*_PulseIntensity; // float3 wpos = TransformObjectToWorld(vpos); float wpz = mo_wpos.z; float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance; float x = mo_wpos; x -= _PlayerXPos; float a = 2*PI*(x/d); a -= 0.5*PI; float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z); float x_p = vpos.x*cos(a)-vpos.y*sin(a); float y_p = vpos.x*sin(a)+vpos.y*cos(a); vpos.x = x_p; vpos.y = y_p; float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5; float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5; wpos += float3(noise1, noise2, 0) * 2.0; wpos += float3(vpos.xy,0); wpos.y += radius; float bounceStrength=5.0*_Intensity; float bounce = (_SpeedMultiplier+bounceStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat)); wpos.z *= bounce; // wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier); vpos = TransformWorldToObject(wpos); // TransformWorldToObject() // vpos += wposOffset; // float x_with_distance = normalize(wpos.x)*wpos.z*0.1; // x_with_distance = abs(x_with_distance); // vpos += float3(x_with_distance,0,0); 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; } half4 frag(Varyings IN) : SV_Target { // calculate pixel float2 res = _ScreenParams; float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy; float2 toCentre = TransformObjectToWorld(-IN.wpos).xy; toCentre = normalize(toCentre); float t = dot(IN.normal, toCentre) * 0.5 + 0.5; // float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5; // float t = length(p); // return lerp(_Color1,_Color2,t * _FadeStrength); float normalised = IN.wpos.z/1000.0; // float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha); float4 c = _Color1; c = lerp(_Color1, _Color2, length(p)); c = lerp(c, _FarColor, normalised); // float distanceAhead = IN.wpos.z - 6; // float ca = clamp(distanceAhead * 0.1,0,1); // c.a = ca; // c.a = clamp((IN.wpos.z-6)*1.0,0,1); // c.a = clamp((1.0-IN.polar.r),0,1); // c.a = clamp(1.0-normalised,0,1); return c; } ENDHLSL } } }