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| Shader "HHF/Example/EnergyShield" { Properties { [Header(Base)] _MainTex("MainTex", 2D) = "white" {} _MainTexIntensity("MainTexIntensity", float) = 0.05
[Header(Junction)] _JunctionColor("JunctionColor", Color) = (1,1,1,1) _JunctionFade("JunctinoFade", float) = 3
[Header(Fresnel)] _FresnelColor("FresnelColor",Color) = (1,1,1,1) _FresnelPower("FresnelPower", Range(0, 15)) = 5
[Header(Distort)] _DistortBrightness("DistortBrightness",float) = 1 _DistortIntensity("DistortIntensity",Range(0,1)) = 0.4 _DistortTiling("DistortTiling", float) = 1 }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal : NORMAL; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionVS : TEXCOORD2; half3 normalWS : TEXCOORD3; half3 viewWS : TEXCOORD4; };
CBUFFER_START(UnityPerMaterial) half _MainTexIntensity; half4 _JunctionColor; half _JunctionFade; half4 _FresnelColor; half _FresnelPower; half _DistortBrightness; half _DistortIntensity; half _DistortTiling; float4 _MainTex_ST; CBUFFER_END TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex); TEXTURE2D (_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture); TEXTURE2D (_CameraOpaqueTexture);SAMPLER(sampler_CameraOpaqueTexture);
v2f vert(appdata v) { v2f o = (v2f)0; float3 worldPos = TransformObjectToWorld(v.vertex.xyz);
o.positionVS = TransformWorldToView(worldPos); o.normalWS = TransformObjectToWorldNormal(v.normal); o.viewWS = normalize(_WorldSpaceCameraPos - worldPos); o.positionCS = TransformWViewToHClip(o.positionVS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0;
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + float2(0, _Time.y)); c = mainTex * _MainTexIntensity;
float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV); half depthZ = LinearEyeDepth(depthMap.r, _ZBufferParams); half4 junction = depthZ - (-i.positionVS.z); junction *= _JunctionFade; junction = 1 - junction; junction *= _JunctionColor; junction = saturate(junction); c += junction;
half3 N = i.normalWS; half3 V = i.viewWS; half NdotV = 1 - saturate(dot(N,V)); half4 fresnel = pow(abs(NdotV), _FresnelPower); fresnel *= _FresnelColor; c += fresnel;
float2 distortUV = lerp(screenUV, mainTex.rr, _DistortIntensity); half4 opaqueTex = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, distortUV); half4 distort = half4(opaqueTex.rgb,1); half flowMask = frac(i.uv.y * _DistortTiling + _Time.y) * 0.5 + 0.5; distort *= flowMask * _DistortBrightness; c += distort;
return c; } ENDHLSL } }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
GrabPass{"_GrabTex"}
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal : NORMAL; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionVS : TEXCOORD2; half3 normalWS : TEXCOORD3; half3 viewWS : TEXCOORD4; };
half _MainTexIntensity; half4 _JunctionColor; half _JunctionFade; half4 _FresnelColor; half _FresnelPower; half _DistortBrightness; half _DistortIntensity; half _DistortTiling; sampler2D _MainTex;float4 _MainTex_ST; sampler2D _CameraDepthTexture; sampler2D _GrabTex;
v2f vert(appdata v) { v2f o = (v2f)0; float3 positionWS = mul(unity_ObjectToWorld, v.vertex);
o.positionVS = UnityObjectToViewPos(v.vertex); o.normalWS = UnityObjectToWorldNormal(v.normal); o.viewWS = normalize(_WorldSpaceCameraPos - positionWS); o.positionCS = mul(UNITY_MATRIX_P, float4(o.positionVS, 1)); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0;
half4 baseMap = tex2D(_MainTex, i.uv + float2(0,_Time.y)); c = baseMap * _MainTexIntensity;
float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = tex2D(_CameraDepthTexture, screenUV); half depthZ = LinearEyeDepth(depthMap.r); half4 junction = depthZ - (-i.positionVS.z); junction *= _JunctionFade; junction = 1 - junction; junction *= _JunctionColor; junction = saturate(junction); c += junction;
half3 N = i.normalWS; half3 V = i.viewWS; half NdotV = 1 - saturate(dot(N,V)); half4 fresnel = pow(abs(NdotV),_FresnelPower); fresnel *= _FresnelColor; c += fresnel;
float2 distortUV = lerp(screenUV, baseMap.rr, _DistortIntensity); half4 opaqueTex = tex2D(_GrabTex, distortUV); half4 distort = half4(opaqueTex.rgb, 1); half flowMask = frac(i.uv.y * _DistortTiling + _Time.y) * 0.5 + 0.5; distort *= flowMask * _DistortBrightness; c += distort;
return c; } ENDCG } }
}
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