Aetheria/Assets/Shaders/GalaxyMap.shader
Reinier Vens 73651bf16a Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
2021-03-15 11:40:46 +00:00

107 lines
3 KiB
Text

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
Shader "Unlit/GalaxyMap"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[HDR]_CloudColor ("Cloud Color", Color) = (1,1,1,1)
CloudAmplitude("Cloud Amplitude", Float) = 1
CloudExponent ("Cloud Exponent", Float) = 2
_GlowColor ("GlowColor", Color) = (1,1,1,1)
NoisePosition("NoisePosition", Float) = 0.5
NoiseAmplitude("NoiseAmplitude", Float) = 0.5
NoiseOffset("NoiseOffset", Float) = 0.5
NoiseGain("NoiseGain", Float) = 1
NoiseLacunarity("NoiseLacunarity", Float) = 2
NoiseFrequency("NoiseFrequency", Float) = 1
Extents("Extents", Vector) = (0,0,1,1)
StarBoost("StarBoost", Float) = 0
StarExponent("StarExponent", Float) = 1
}
SubShader
{
//Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Tags { "RenderType"="Opaque" }
LOD 100
//Blend SrcAlpha OneMinusSrcAlpha
Lighting Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Assets/Plugins/GPU Noise/SimplexNoise2D.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _CloudColor;
fixed4 _GlowColor;
float CloudExponent;
float CloudAmplitude;
float NoisePosition;
float NoiseAmplitude;
float NoiseOffset;
float NoiseGain;
float NoiseLacunarity;
float NoiseFrequency;
float StarBoost;
float StarExponent;
float4 Extents;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = Extents.xy + v.uv * (Extents.zw-Extents.xy);
o.uv = uv;
o.uv2 = TRANSFORM_TEX(uv, _MainTex);
return o;
}
// fractal sum, range -1.0 - 1.0
float fBm(float2 p, int octaves)
{
float freq = NoiseFrequency, amp = .5;
float sum = 0;
for(int i = 0; i < octaves; i++)
{
if(i<4)
sum += (1-abs(snoise(p * freq))) * amp;
else sum += abs(snoise(p * freq)) * amp;
freq *= NoiseLacunarity;
amp *= NoiseGain;
}
return (sum + NoiseOffset)*NoiseAmplitude;
}
fixed4 frag (v2f i) : SV_Target
{
float noise = fBm(i.uv + NoisePosition.xx, 10);
float gal = pow(noise, CloudExponent) * CloudAmplitude;
float stars = tex2D(_MainTex, i.uv2) * pow(noise, StarExponent) * StarBoost;
return fixed4(max(gal*_CloudColor.rgb - _GlowColor.rgb, 0) + stars.xxx, gal);
}
ENDCG
}
}
}