159 lines
No EOL
5.1 KiB
GLSL
159 lines
No EOL
5.1 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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Pass {
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Tags { "RenderType"="Opaque" }
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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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float4 cameraSpacePosition = mul(UNITY_MATRIX_V, float4(worldPosition, 1.0f));
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float3 quadPoint = float3(quadPoints[id].xy, 0.0f) * particles[inst].size;
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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;
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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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float4 cameraSpacePosition = mul(UNITY_MATRIX_V, float4(worldPosition, 1.0f));
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float3 quadPoint = float3(quadPoints[id].xy, 0.0f) * particles[inst].size;
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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;
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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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} |