OldBlueWater/BlueWater/Assets/Quibli/Shaders/LightBeam.shader
2023-08-02 18:12:26 +09:00

130 lines
4.6 KiB
GLSL

Shader "Quibli/Light Beam"
{
Properties
{
[Header(Color alpha controls opacity)]
[HDR]_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0)
[Space(15)]
_Depth ("Depth Fade Distance", Range(1.0, 500.0)) = 100.0
[Space]
_CameraDistanceFadeFar("Camera Distance Fade Far", Float) = 10.0
_CameraDistanceFadeClose("Camera Distance Fade Close", Float) = 0.0
[Space]
_UvFadeX("UV Fade X", Range(0, 10)) = 0.1
_UvFadeY("UV Fade Y", Range(0, 10)) = 0.1
[ToggleOff]_AllowAlphaOverflow("Allow Alpha Overflow", Float) = 0.0
[Space]
_NoiseAmount("Noise Amount", Range(0, 1)) = 0.5
_NoiseScale("Noise Scale", Range(0, 10)) = 1
_NoiseSpeed("Noise Speed (XY)", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags
{
"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"
}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _ALLOWALPHAOVERFLOW_OFF
#pragma multi_compile_fog;
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
float _Depth;
float _CameraDistanceFadeFar, _CameraDistanceFadeClose;
float _UvFadeX, _UvFadeY;
float _NoiseAmount, _NoiseScale;
float2 _NoiseSpeed;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 dist :TEXCOORD3;
float4 projPos : TEXCOORD2;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float2 GradientNoise_Dir(float2 p) {
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
float GradientNoise(float2 UV, float Scale) {
const float2 p = UV * Scale;
const float2 ip = floor(p);
float2 fp = frac(p);
const float d00 = dot(GradientNoise_Dir(ip), fp);
const float d01 = dot(GradientNoise_Dir(ip + float2(0, 1)), fp - float2(0, 1));
const float d10 = dot(GradientNoise_Dir(ip + float2(1, 0)), fp - float2(1, 0));
const float d11 = dot(GradientNoise_Dir(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
v2f vert(appdata i) {
v2f o;
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.texcoord;
UNITY_TRANSFER_FOG(o, o.vertex);
o.dist = UnityObjectToViewPos(i.vertex);
o.projPos = ComputeScreenPos(o.vertex);
UNITY_TRANSFER_DEPTH(o.projPos);
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed4 c = _Color;
const float scene_depth = LinearEyeDepth(
SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
const float object_depth = i.projPos.z + length(i.dist);
float depth_fade = saturate((scene_depth - object_depth) / _Depth);
depth_fade *= lerp(1.0, GradientNoise(i.dist.xy + _NoiseSpeed.xy * _Time.y, _NoiseScale), _NoiseAmount);
c.a *= saturate(
(depth_fade * length(i.dist) - _CameraDistanceFadeClose) / (_CameraDistanceFadeFar -
_CameraDistanceFadeClose));
const float fade_uv_x = pow(smoothstep(1, 0, abs(i.uv.x * 2 - 1)), _UvFadeX);
const float fade_uv_y = pow(smoothstep(1, 0, abs(i.uv.y * 2 - 1)), _UvFadeY);
c.a *= fade_uv_x * fade_uv_y;
#ifdef _ALLOWALPHAOVERFLOW_OFF
c.a = saturate(c.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}