From b192263344cf2e38b164971fa6529c5b9b50d3b5 Mon Sep 17 00:00:00 2001 From: Cat Flynn Date: Sun, 25 Apr 2021 00:59:37 +0100 Subject: [PATCH] add vertex floatiness uwu --- game/Assets/GlobalPostFX.asset | 4 +- .../Materials/Glitch/Glitch_Blend_Mat.mat | 2 +- game/Assets/Materials/Glitch/Glitch_Mat.mat | 14 +- game/Assets/Scenes/Main.unity | 6736 ++++++++++++++++- game/Assets/Scripts/Rendering/BlendPass.cs | 9 +- .../Assets/Scripts/Rendering/GlitchFeature.cs | 2 + game/Assets/Scripts/Rendering/GlitchInit.cs | 23 + .../Scripts/Rendering/GlitchInit.cs.meta | 11 + .../Settings/Rendering/ForwardRenderer.asset | 2 +- game/Assets/Shaders/add.shader | 24 +- game/Assets/Shaders/glitch.shader | 159 +- game/Assets/Textures/GlitchMap.renderTexture | 2 +- 12 files changed, 6869 insertions(+), 119 deletions(-) create mode 100644 game/Assets/Scripts/Rendering/GlitchInit.cs create mode 100644 game/Assets/Scripts/Rendering/GlitchInit.cs.meta diff --git a/game/Assets/GlobalPostFX.asset b/game/Assets/GlobalPostFX.asset index 0ae0b81..d8ff0b9 100644 --- a/game/Assets/GlobalPostFX.asset +++ b/game/Assets/GlobalPostFX.asset @@ -31,11 +31,11 @@ MonoBehaviour: m_AdvancedMode: 0 threshold: m_OverrideState: 1 - 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blend.SetFloat("_Sample", Settings.sample * Time.deltaTime); - blend.SetFloat("_DeltaTime", Time.deltaTime); + blend.SetFloat("_Sample", Settings.sample); + // blend.SetFloat("_DeltaTime", Time.deltaTime); - blend.SetTexture("_GlitchTex", Settings.glitchTex); - blend.SetTexture("_BlendTex", Settings.blendTex); + // blend.SetTexture("_GlitchTex", Settings.glitchTex); + // blend.SetTexture("_BlendTex", Settings.blendTex); cmd.Blit(_src,_dest,blend); diff --git a/game/Assets/Scripts/Rendering/GlitchFeature.cs b/game/Assets/Scripts/Rendering/GlitchFeature.cs index c09f2b2..dc78207 100644 --- a/game/Assets/Scripts/Rendering/GlitchFeature.cs +++ b/game/Assets/Scripts/Rendering/GlitchFeature.cs @@ -34,6 +34,8 @@ public class GlitchFeature : ScriptableRendererFeature public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { + // var cmd = CommandBufferPool.Get(); + _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; _blendPass.Settings = _settings; renderer.EnqueuePass(_blendPass); diff --git a/game/Assets/Scripts/Rendering/GlitchInit.cs b/game/Assets/Scripts/Rendering/GlitchInit.cs new file mode 100644 index 0000000..964a1b0 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchInit.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Random = UnityEngine.Random; + +public class GlitchInit : MonoBehaviour +{ + private Renderer[] _glitchRenderers; + + private void OnEnable() + { + _glitchRenderers = GetComponentsInChildren(); + foreach (var glitchRenderer in _glitchRenderers) + { + var mpb = new MaterialPropertyBlock(); + mpb.SetVector( + "_Positions", + new Vector4(Random.value,Random.value,Random.value,Random.value)); + glitchRenderer.SetPropertyBlock(mpb); + } + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchInit.cs.meta b/game/Assets/Scripts/Rendering/GlitchInit.cs.meta new file mode 100644 index 0000000..8bb9734 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchInit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3ce05717d7828b418026c43e7583aac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Settings/Rendering/ForwardRenderer.asset b/game/Assets/Settings/Rendering/ForwardRenderer.asset index 5553812..3856ab7 100644 --- a/game/Assets/Settings/Rendering/ForwardRenderer.asset +++ b/game/Assets/Settings/Rendering/ForwardRenderer.asset @@ -61,5 +61,5 @@ MonoBehaviour: blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2} blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2} fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2} - sample: 0.5 + sample: 0.9 fadeStrength: 1 diff --git a/game/Assets/Shaders/add.shader b/game/Assets/Shaders/add.shader index 411e65e..ad43056 100644 --- a/game/Assets/Shaders/add.shader +++ b/game/Assets/Shaders/add.shader @@ -2,10 +2,7 @@ Shader "KernelPanic/add" { Properties { -// _NoiseTex ("Noise Tex", 2D) = "black" -// [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} -// _GlitchTex ("Glitch Tex", 2D) = "black" -// [Range(0,1)] _Sample ("Sample", Float) = 0.5 + [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { @@ -48,26 +45,25 @@ Shader "KernelPanic/add" // SAMPLER(sampler_MainTex); // SAMPLER(sampler_NoiseMap); - sampler2D _BlendTex; - sampler2D _GlitchTex; sampler2D _MainTex; + // sampler2D _GlitchTex; float _Sample; - float _DeltaTime; fixed4 frag (v2f i) : SV_Target { - // sample raw glitch - float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample); - // float a = length(g.xyz)/length(float3(1,1,1)); - // g.a = lerp(a, 0, _Sample); + float4 c = float4(tex2D(_MainTex, i.uv).rgb, _Sample); - // float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample); - // float4 b = float4(tex2D(_BlendTex, i.uv).rgb, _Sample); + // float4 c = tex2D(_MainTex, i.uv); + // c.a = _Sample; - return g; + // float4 g = tex2D(_GlitchTex, i.uv); + + // return lerp(c,g,_Sample); + + return c; } ENDCG } diff --git a/game/Assets/Shaders/glitch.shader b/game/Assets/Shaders/glitch.shader index 5515f8f..9c7dbb8 100644 --- a/game/Assets/Shaders/glitch.shader +++ b/game/Assets/Shaders/glitch.shader @@ -4,45 +4,42 @@ Shader "KernelPanic/glitch" // The _BaseMap variable is visible in the Material's Inspector, as a field // called Base Map. Properties - { + { [HDR] _BaseColor("Base Color", Color) = (1,1,1,1) [HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1) - + [HDR] _GlitchColor("Glitch Color", Color) = (1,1,1,1) + _BaseMap("Base Map", 2D) = "white" _NoiseMap1("Noise 1", 2D) = "black" - _NoiseMap2("Noise 2", 2D) = "black" - _NoiseMap3("Noise 3", 2D) = "black" _GlitchTex("Glitch Tex", 2D) = "black" - - _Distortion("Distortion", Float) = 0 + + [Range(0,1)] _Distortion("Distortion", Float) = 0 + _Intensity("Intensity", Float) = 1 + _TrailScatter("Trail Scatter", Float) = 0.02 + _VertShake("Vertex Shake", Float) = 0.05 } SubShader { - Tags { - "RenderType" = "Opaque" + Tags + { + "RenderType" = "Opaque" "Queue" = "Geometry" - "RenderPipeline" = "UniversalRenderPipeline" + "RenderPipeline" = "UniversalRenderPipeline" } Pass { -// Stencil -// { -// Ref 1 -// Pass replace -// Fail replace -// ZFail replace -// } Cull Off Zwrite On -// ZTest LEqual - Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + HLSLPROGRAM // #pragma target 5.0 // #pragma only_renderers d3d11 - + #pragma vertex vert #pragma fragment frag @@ -51,97 +48,143 @@ Shader "KernelPanic/glitch" struct Attributes { - float4 positionOS : POSITION; + float4 positionOS : POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. - float2 uv : TEXCOORD0; - half3 normal : NORMAL; + float2 uv : TEXCOORD0; + half3 normal : NORMAL; }; struct Varyings { - float4 positionHCS : SV_POSITION; + float4 positionHCS : SV_POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. - float2 uv : TEXCOORD0; - half3 normal : NORMAL; - float4 screenPos : TEXCOORD1; + float2 uv : TEXCOORD0; + half3 normal : NORMAL; + float4 screenPos : TEXCOORD1; }; float _Distortion; + float _Intensity; + float _TrailScatter; + float _VertShake; + float4 _NoiseColor; float4 _BaseColor; + float4 _GlitchColor; // This macro declares _BaseMap as a Texture2D object. TEXTURE2D(_BaseMap); TEXTURE2D(_NoiseMap1); - TEXTURE2D(_NoiseMap2); - TEXTURE2D(_NoiseMap3); TEXTURE2D(_GlitchTex); TEXTURE2D(_CameraDepthTexture); - + // This macro declares the sampler for the _BaseMap texture. SAMPLER(sampler_BaseMap); SAMPLER(sampler_NoiseMap1); - SAMPLER(sampler_NoiseMap2); - SAMPLER(sampler_NoiseMap3); SAMPLER(sampler_GlitchTex); SAMPLER(sampler_CameraDepthTexture); 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 + // 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 + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(float4, _Positions) + UNITY_INSTANCING_BUFFER_END(Props) + Varyings vert(Attributes IN) { Varyings OUT; OUT.normal = TransformObjectToWorldDir(IN.normal); // OUT.normal = IN.normal; - OUT.positionHCS = TransformObjectToHClip(IN.positionOS); + + float4 poscs = TransformObjectToHClip(IN.positionOS); + + float4 n = SAMPLE_TEXTURE2D_LOD(_NoiseMap1, sampler_NoiseMap1, hash42(poscs), 0); + + float3 pos = IN.positionOS + (n-0.5) * _VertShake; + float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions); + float t = sin(p.y*_Time.w + p.x*6.28); + + float3 wpos = TransformObjectToWorld(pos); + wpos += float3(0,t*p.z*0.1,0); + pos = TransformWorldToObject(wpos); + + OUT.positionHCS = TransformObjectToHClip(pos); // The TRANSFORM_TEX macro performs the tiling and offset // transformation. OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); OUT.screenPos = ComputeScreenPos(OUT.positionHCS); + return OUT; } half4 frag(Varyings IN) : SV_Target { - - float2 suv = IN.screenPos.xy/IN.screenPos.w; - - float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv); - - float4 p = float4(.42069, .6969, .1337, .8008); - float t = sin(_Time.y)*0.5+0.5; - float2 nuv = lerp(p.xz, p.yw, t); + float2 suv = IN.screenPos.xy / IN.screenPos.w; - float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, suv + float2(_Time.y*69.6969, _Time.y*23.513)); + float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv); + + + // float4 p = float4(.42069, .6969, .1337, .8008135); + float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions); + + + float t = (p.x*sin(_Time.y)+p.w*cos(_Time.x)) * 0.5 + 0.5; + + // sample regular color + float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, (IN.uv +lerp(p.xy,p.zw,0.2+0.6*t))*0.5); + // c = lerp(c, _BaseColor, 0.5); + + float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, (IN.uv +lerp(p.xy,p.zw,0.9-30*t))*19); n *= _NoiseColor; - // sample color - float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, nuv); + // sample blended glitch + float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, + suv + _TrailScatter*n*hash42(IN.uv)); + g *= _GlitchColor; + // g = 1 - g; + + + // sample color distorted by noise + float distortion = _Distortion + (t-0.5) * _Intensity; + float4 cd = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + n * distortion * t); + + // float4 cn = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + nuv * _GlitchColor); // c *= _BaseColor; - // sample blended glitch - float4 b = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, suv); - c = lerp(c,(1-c),b); - c += n; + // cn = lerp(cn,(1-cn),_Distortion); + // cn += n; + + // float4 color = lerp(c, cn, n); // cheeky bit of top shading - c += dot(float3(0,1,0), IN.normal) * d; + float un = dot(float3(0,1,0), IN.normal); // dot of up and normal + c = lerp(c,_BaseColor,un*d); + // color += (1-abs(un)) *_BaseColor; - return c *= _BaseColor; + c = lerp(c, cd, g); + c = min(c, float4(1, 1, 1, 1)); + + c += n; + + // c = lerp(n,c,0.5); + // c = lerp(c, _BaseColor, _BaseColor.a); + + return c; } ENDHLSL } - - UsePass "Universal Render Pipeline/Lit/DepthOnly" + + UsePass "Universal Render Pipeline/Lit/DepthOnly" } -} +} \ No newline at end of file diff --git a/game/Assets/Textures/GlitchMap.renderTexture b/game/Assets/Textures/GlitchMap.renderTexture index 4fa0576..4e23645 100644 --- a/game/Assets/Textures/GlitchMap.renderTexture +++ b/game/Assets/Textures/GlitchMap.renderTexture @@ -19,7 +19,7 @@ RenderTexture: m_AntiAliasing: 1 m_MipCount: -1 m_DepthFormat: 0 - m_ColorFormat: 52 + m_ColorFormat: 48 m_MipMap: 0 m_GenerateMips: 1 m_SRGB: 0