234 lines
8.7 KiB
GLSL
234 lines
8.7 KiB
GLSL
// 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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[HDR] _FarColor("Far Color", 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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_PulseIntensity("Pulse Intensity", Float) = 1.0
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_TrackWidth("Track Width", Float) = 20
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_RadiusWithDistance("Radius with Distance", Float) = 0.003
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_SpeedMultiplier("Speed Multiplier", Float) = 2.0
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_BaseScale("Base Scale", Float) = 1.0
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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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}
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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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// Blend OneMinusDstColor OneMinusSrcAlpha
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// Blend SrcAlpha
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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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float2 polar : TEXCOORD2; // TODO!!
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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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float4 _FarColor;
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float _Alpha;
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float _SpeedMultiplier;
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float _RadiusWithDistance;
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float _TrackWidth;
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float _PlayerXPos;
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float _DistanceToNextBeat;
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float _DistanceSinceLastBeat;
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float _BaseScale;
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float _PulseIntensity;
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float _BaseTubeRadius;
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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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float radius = _BaseTubeRadius;
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float d = _TrackWidth;
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float3 vpos = IN.positionOS.xyz;
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vpos*=2;
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OUT.normal = IN.normal;
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// position of the model's origin in world space
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float3 mo_wpos = TransformObjectToWorld(float3(0,0,0));
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float db = _DistanceSinceLastBeat;
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float beat = db*db;
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vpos *= _BaseScale+beat*_PulseIntensity;
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// float3 wpos = TransformObjectToWorld(vpos);
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float wpz = mo_wpos.z;
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float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
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// compress horiztonally
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// vpos.x = vpos.x * _HorizontalScale;
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// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
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// vpos = mul(UNITY_MATRIX_P,
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// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
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// + float4(vpos.x, vpos.y, 0,0)
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// + float4(1, 1,1,1));
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// recalculate wpos with updated vpos
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// wpos = TransformObjectToWorld(vpos);
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// matrix m = GetObjectToWorldMatrix();
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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 += 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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// float3 owpos = TransformObjectToWorld(float3(0,0,0));
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// calculate position on circle
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// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
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// float r_origin = float
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// float wpz = abs(mo_wpos.z-6); // offset due to player position
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// // wpz *= wpz;
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// r += wpz*_RadiusWithDistance;
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// mo_wpos.z *= _SpeedMultiplier;
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float x = mo_wpos;
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// float x = mo_wpos.x+vpos.x;
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x -= _PlayerXPos;
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// x += 0.5*PI;
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float a = 2*PI*(x/d);
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a -= 0.5*PI;
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// a *= (radius - r) * -1.0;
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// vpos.y += 0.5*radius*cos(a);
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float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
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float x_p = vpos.x*cos(a)-vpos.y*sin(a);
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float y_p = vpos.x*sin(a)+vpos.y*cos(a);
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vpos.x = x_p;
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vpos.y = y_p;
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float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5;
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float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5;
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wpos += float3(noise1, noise2, 0) * 2.0;
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wpos += float3(vpos.xy,0);
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wpos.y += radius;
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wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
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// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
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vpos = TransformWorldToObject(wpos);
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// TransformWorldToObject()
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// vpos += wposOffset;
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// float x_with_distance = normalize(wpos.x)*wpos.z*0.1;
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// x_with_distance = abs(x_with_distance);
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// vpos += float3(x_with_distance,0,0);
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OUT.wpos = wpos;
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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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float normalised = IN.wpos.z/1000.0;
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// float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
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float4 c = _Color1;
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c = lerp(_Color1, _Color2, length(p));
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c = lerp(c, _FarColor, normalised);
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// float distanceAhead = IN.wpos.z - 6;
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// float ca = clamp(distanceAhead * 0.1,0,1);
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// c.a = ca;
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// c.a = clamp((IN.wpos.z-6)*1.0,0,1);
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// c.a = clamp((1.0-IN.polar.r),0,1);
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// c.a = clamp(1.0-normalised,0,1);
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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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} |