lucid-super-dream/Assets/Shaders/enemy.shader

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// 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)
_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
_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;
float _Alpha;
float _PulseIntensity;
float _DistanceToNextBeat;
float _DistanceFromLastBeat;
// 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;
float3 vpos = IN.positionOS.xyz;
OUT.normal = IN.normal;
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
vpos *= 1.0+beat*_PulseIntensity;
//float d = 1.0+length(wpos)*0.5;
//float2 uv = wpos.zx;
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
// vpos += _VertexScale*float3(0,0,5)*d;
// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
// noise *= d*d * 0.1;
// vpos *= lerp (0.9,1.1,noise);
float3 wpos = TransformObjectToWorld(vpos);
float3 fromCentre = normalize(wpos);
float3 distanceFromCentre = length(wpos);
float3 wposOffset = float3(0,0,fromCentre.y*fromCentre.x)*distanceFromCentre*beat;
wpos += wpos;
vpos += wposOffset;
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);
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
return c;
}
ENDHLSL
}
}
}