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

168 lines
6.0 KiB
GLSL

// This shader draws a texture on the mesh.
Shader "custom/tunnel"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
{
[HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1)
[HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1)
[HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1)
_NebulaMap("Nebula Map", 2D) = "black"
_StarMap("Star Map", 2D) = "black"
_FractalMap("Fractal Map", 2D) = "black"
_OverallPower("Overall Power", Float) = 1.0
}
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;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
float4 _NebulaColor1;
float4 _NebulaColor2;
float4 _FractalColor;
float _OverallPower;
TEXTURE2D(_NebulaMap);
SAMPLER(sampler_NebulaMap);
TEXTURE2D(_StarMap);
SAMPLER(sampler_StarMap);
TEXTURE2D(_FractalMap);
SAMPLER(sampler_FractalMap);
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 _NebulaMap_ST;
float4 _StarMap_ST;
float4 _FractalMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
float2 rotateUV(float2 uv, float rotation)
{
float mid = 0.5;
return float2(
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
);
}
half4 frag(Varyings IN) : SV_Target
{
float2 res = _ScreenParams;
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
p.x *= res.x/res.y;
// shared tunnel vars
float r = length(p);
float a = atan(p.y/p.x);
// sample nebula 1
float n1_stretch = 1.0/50.0;
float n1_speed = 20.0;
float n1_spin = 10.0;
float n1_power = 2.0;
float n1_cutoff = 0.5;
float2 nuv1;
nuv1.x = n1_stretch/(r*r) + _Time * n1_speed;
nuv1.y = a/PI + _Time * n1_spin;
half4 nebula1 = SAMPLE_TEXTURE2D(_NebulaMap, sampler_NebulaMap, nuv1);
nebula1 *= _NebulaColor1;
nebula1 *= max(0,n1_power*r-n1_cutoff);
// sample nebula 2 - same as nebula 1 but in another direction
float n2_stretch = 1.0/100.0;
float n2_speed = 30.0;
float n2_spin = -5.0;
float n2_power = 4.0;
float n2_cutoff = 0.5;
float2 nuv2;
nuv2.x = n2_stretch/(r*r) + _Time * n2_speed;
nuv2.y = a/PI + _Time * n2_spin;
half4 nebula2 = SAMPLE_TEXTURE2D(_NebulaMap, sampler_NebulaMap, nuv2.yx);
nebula2 *= _NebulaColor2;
nebula2 *= max(0,n2_power*r - n2_cutoff);
// sample stars
float starStretch = 1.0/100.0;
float starSpeed = 10.0;
int starWrap = 3;
// star uv
float2 suv;
// use the root to make them into radial lines instead of a tunnel
suv.x = starStretch/sqrt(r) + _Time * starSpeed;
suv.y = (float)starWrap*a/PI;
half4 star = SAMPLE_TEXTURE2D(_StarMap, sampler_StarMap, suv);
star *= r * r * 2.0;
// sample fractal
float fractalScale = 4.0;
float fractalRotateSpeed = 20.0;
float fractalPower = 1.0;
float fractal_inner = 0.2;
// fractal uv
float2 fuv = p / fractalScale + float2(0.5,0.5);
fuv = rotateUV(fuv,_Time*fractalRotateSpeed);
half4 fractal = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv);
fractal *= _FractalColor;
fractal *= max(0, r-fractal_inner);
fractal *= fractalPower;
half4 color = half4(0,0,0,0);
color += nebula1;
color += nebula2;
color += fractal;
color += star;
saturate(color);
color *= _OverallPower;
return color;
}
ENDHLSL
}
}
}