Aetheria/Assets/Shaders/GalaxyMap.shader
Reinier Vens 7f3f198f61 Improved Sector Map
Added Boss Icon
Added Home Icon
Added Legend
Placing bosses at chokepoints
Adjusted home zone placement
Added per-faction areas of influence
2021-03-12 05:12:01 +00:00

105 lines
2.8 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)
Zoom("Zoom", Float) = 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
StarBoost("StarBoost", Float) = 0
StarExponent("StarExponent", Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Blend One One
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 Zoom;
float CloudExponent;
float CloudAmplitude;
float NoisePosition;
float NoiseAmplitude;
float NoiseOffset;
float NoiseGain;
float NoiseLacunarity;
float NoiseFrequency;
float StarBoost;
float StarExponent;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv2 = TRANSFORM_TEX(v.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 / Zoom + 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, 1);
}
ENDCG
}
}
}