Replaced Unity TAA with PlayDead TAA Custom keyboard layout test scene Adjusted Aetheric Drive VFX to be more subtle Reworked stardust VFX to reduce flickering artifacts Added Action Bar & weapon groups saving/loading Implemented security levels and faction safe zone visualization Improved station placement (now include defensive turrets)
163 lines
No EOL
5.4 KiB
GLSL
163 lines
No EOL
5.4 KiB
GLSL
Shader "Aetheria/Stardust (Compute)"
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{
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Properties {
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[HDR] _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_EmissionGain("Emission Gain", Range(0, 1)) = 0.3
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_Power("Power", Float) = 2
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
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Pass {
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CGPROGRAM
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#pragma vertex particle_vertex
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#pragma fragment frag
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#pragma target 5.0
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#include "UnityCG.cginc"
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#include "Assets/Shaders/Dither Functions.cginc"
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struct Particle
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{
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float3 position;
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float3 color;
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float size;
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};
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StructuredBuffer<Particle> particles;
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StructuredBuffer<float3> quadPoints;
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float4 _TintColor;
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float _EmissionGain;
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float _Power;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float4 color : COLOR;
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};
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//Vertex shader with no inputs
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//Uses the system values SV_VertexID and SV_InstanceID to read from compute buffers
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v2f particle_vertex(uint id : SV_VertexID, uint inst : SV_InstanceID)
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{
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v2f o;
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//Only transform world pos by view matrix
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//To Create a billboarding effect
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float3 worldPosition = particles[inst].position;
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float dist = length(worldPosition - _WorldSpaceCameraPos);
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float4 cameraSpacePosition = mul(UNITY_MATRIX_V, float4(worldPosition, 1.0f));
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//cameraSpacePosition.w /= dist;
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float3 quadPoint = float3(quadPoints[id].xy, 0.0f) * particles[inst].size * dist;
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o.pos = mul(UNITY_MATRIX_P, cameraSpacePosition + float4(quadPoint, 0.0f));
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//Shift coordinates for uvs
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o.uv = quadPoints[id] + 0.5f;
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//transfer color of particle and global tint to vertex
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o.color = float4(particles[inst].color, 1) * _TintColor * 10000 / (dist * dist);
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o.screenPos = ComputeScreenPos(o.pos);
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return o;
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}
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float powerPulse( float x, float power )
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{
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x = saturate(abs(x));
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return pow((x + 1.0f) * (1.0f - x), power);
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}
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float4 frag(v2f i) : COLOR
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{
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float emission = powerPulse(length(i.uv-float2(.5,.5))*2,_Power);
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float2 screenUV = i.screenPos.xy / i.screenPos.w;
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ditherClip(screenUV, emission * i.color.a);
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return i.color * emission * (exp(_EmissionGain * 5.0f));
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}
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ENDCG
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma vertex particle_vertex
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#pragma fragment frag
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#pragma target 5.0
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#include "UnityCG.cginc"
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#include "Assets/Shaders/Dither Functions.cginc"
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struct Particle
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{
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float3 position;
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float3 color;
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float size;
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};
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StructuredBuffer<Particle> particles;
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StructuredBuffer<float3> quadPoints;
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float4 _TintColor;
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float _EmissionGain;
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float _Power;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float4 color : COLOR;
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};
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//Vertex shader with no inputs
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//Uses the system values SV_VertexID and SV_InstanceID to read from compute buffers
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v2f particle_vertex(uint id : SV_VertexID, uint inst : SV_InstanceID)
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{
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v2f o;
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//Only transform world pos by view matrix
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//To Create a billboarding effect
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float3 worldPosition = particles[inst].position;
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float dist = length(worldPosition - _WorldSpaceCameraPos);
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float4 cameraSpacePosition = mul(UNITY_MATRIX_V, float4(worldPosition, 1.0f));
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//cameraSpacePosition.w /= dist;
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float3 quadPoint = float3(quadPoints[id].xy, 0.0f) * particles[inst].size * dist;
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o.pos = mul(UNITY_MATRIX_P, cameraSpacePosition + float4(quadPoint, 0.0f));
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//Shift coordinates for uvs
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o.uv = quadPoints[id] + 0.5f;
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//transfer color of particle and global tint to vertex
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o.color = float4(particles[inst].color, 1) * _TintColor * 10000 / (dist * dist);
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o.screenPos = ComputeScreenPos(o.pos);
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return o;
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}
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float powerPulse( float x, float power )
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{
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x = saturate(abs(x));
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return pow((x + 1.0f) * (1.0f - x), power);
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}
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float4 frag(v2f i) : COLOR
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{
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float emission = powerPulse(length(i.uv-float2(.5,.5))*2,_Power);
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float2 screenUV = i.screenPos.xy / i.screenPos.w;
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ditherClip(screenUV, emission * i.color.a);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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} |