Aetheria/Assets/Shaders/SimplexBrush.shader
hyperion51 d64d5ab729 Old Aetheria Code
Imported and massively refactored a bunch of code from the old Aetheria project
2020-03-09 01:28:55 +00:00

78 lines
1.7 KiB
Text

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Brushes/Simplex Brush"
{
Properties {
_Depth ("Depth", Float) = 0.5
_Power("Envelope Power", Float) = 1.25
_Frequency("Frequency", Float) = 2
_Speed("Speed", Float) = 1
_Constant ("Constant", Float) = 0.5
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "Assets/Scripts/NIH/GPU Noise/SimplexNoise3D.cginc"
float _Depth;
float _Power;
float _Frequency;
float _Speed;
float _Constant;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.texcoord1 = mul(unity_ObjectToWorld, v.vertex).xz;
return o;
}
float powerPulse( float x, float power )
{
x = saturate(abs(x));
return pow((x + 1.0f) * (1.0f - x), power);
}
fixed4 frag (v2f i) : SV_Target
{
float dist = length(i.texcoord - float2(.5,.5));
return _Depth * powerPulse(dist * 2,_Power) * (abs(snoise(float3(i.texcoord1.xy*_Frequency,_Time.y*_Speed)))+_Constant);
}
ENDCG
}
}
}
CustomEditor "CellBrushEditor"
}