Shader "CustomShaders/FesnelRipple" { Properties { _base_alpha ("base alpha", Range(0.0, 1.0)) = 0.5 _shield_color ("shield color", Color) = (0, 0, 1, 1) _shield_color_brightness ("shield color brightness", Range(0.25, 20)) = 10.0 _shield_intensity ("shield intensity", Range(0.1,20)) = 2.0 _rotation ("rotation", Vector) = (0.1, 0.0, 0.0) _shield_size ("shield size", Range(0.0,0.5)) = 0.0 _shield_pulse_frequency ("shield pulse frequency", float)= 1.0 _shield_pulse_density ("shield pulse density", float) = 1.0 _shield_pulse_amplitude ("shield pulse amplitude", float) = 1.0 _shield_pulse_blend ("shield pulse blend", float) = 1.0 _shield_pulse_radius ("shield pulse radius", float) = 1.0 _impact_origin ("impact origin", Vector) = (1.0, 0.0, 0.0) _impact_frequency ("impact frequency", float) = 5.0 _impact_density ("impact density", float) = 5.0 _impact_amplitude ("impact amplitude", float) = 6.0 _impact_blend ("impact blend", float) = 0 _impact_radius ("impact radius", float) = 1.1 _impact_anim ("impact anim", Range(0.0,0.1)) = 0.0 } HLSLINCLUDE #pragma vertex vert #pragma fragment frag #pragma enable_d3d11_debug_symbols #include "UnityCG.cginc" // properties float _base_alpha; float4 _shield_color; float _shield_color_brightness; float _shield_intensity; float3 _rotation; float _shield_size; float _shield_pulse_frequency; float _shield_pulse_density; float _shield_pulse_amplitude; float _shield_pulse_blend; float _shield_pulse_radius; float3 _impact_origin; float _impact_frequency; float _impact_amplitude; float _impact_blend; float _impact_density; float _impact_radius; float _impact_anim; // Impact functions float _FadeRipple(float dist, float blend, float radius) { // create a radius return smoothstep(radius, 0, dist); } float _ComputeRipple(float3 vert, float3 orig, float blend, float radius, float freq, float dens, float ampl, float anim) { // calculate the intensity of the impact float dist = distance(vert, orig); float i = sin((freq * anim - dist * dens)) * ampl; return i * _FadeRipple(dist, blend, radius); } // Shield functions float ComputeFresnel(float3 norm, float3 view_dir, float intensity) { float width = 0.95; float softness = 0.96; float fresnel = 1.0 - saturate(dot(norm, view_dir)); fresnel = pow(fresnel, intensity); fresnel = lerp(1, smoothstep(width, softness, fresnel), step(0, width)); return fresnel; } float4 Rotate(float3 vert, float3 speed) { // build the 3 rotation matrices speed = speed * _Time * 5.0; float4x4 xrot = float4x4( float4(1.0, 0.0, 0.0, 0.0), float4(0.0, cos(speed.x), -sin(speed.x), 0.0), float4(0.0, sin(speed.x), cos(speed.x), 0.0), float4(0.0, 0.0, 0.0, 1.0)); float4x4 yrot = float4x4( float4(cos(speed.y), 0.0, -sin(speed.y), 0.0), float4(0.0, 1.0, 0.0, 0.0), float4(sin(speed.y), 0.0, cos(speed.y), 0.0), float4(0.0, 0.0, 0.0, 1.0)); float4x4 zrot = float4x4( float4(cos(speed.z), -sin(speed.z), 0.0, 0.0), float4(sin(speed.z), cos(speed.z), 0.0, 0.0), float4(0.0, 0.0, 1.0, 0.0), float4(0.0, 0.0, 0.0, 1.0)); float4 output = mul(xrot, mul(yrot, mul(zrot, float4(vert.xyz, 1.0)))); return output; } // vertex shader inputs struct appdata { float4 vertex : POSITION; float4 normal : NORMAL; float2 uv : TEXCOORD0; }; // vertex shader outputs to fragment struct v2f { float2 uv : TEXCOORD0; // texture coordinate float4 vertex : SV_POSITION; // clips space position float3 normal : NORMAL; float3 viewDirection : TEXCOORD2; }; // vertex shader v2f vert (appdata v) { v.vertex = Rotate(v.vertex, _rotation); v.normal = Rotate(v.normal, _rotation); float4 vert_world_pos = mul(unity_ObjectToWorld, v.vertex); float impact_ripple = _ComputeRipple(v.vertex.xyz, _impact_origin.xyz, _impact_blend, _impact_radius, _impact_frequency, _impact_density, _impact_amplitude, _impact_anim); v.vertex += v.normal * (impact_ripple + _shield_size); v2f o; // transform position to clip space // (multiply with model*view*projection matrix) o.vertex = UnityObjectToClipPos(v.vertex); // just pass the texture coordinate o.uv = v.uv; o.normal = v.normal.xyz; o.viewDirection = normalize(WorldSpaceViewDir(vert_world_pos)); return o; } ENDHLSL SubShader { Tags { "RenderType"="Transparent" "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "ForceNoShadowCasting"="True" // "IgnoreProjector"="True" // "Zwrite"="Off" } Blend SrcAlpha OneMinusSrcAlpha Pass { Tags { "LightMode" = "UniversalForward" "RenderType"="Opaque" "Queue"="Transparent" } Name "BackCullingPass" Cull Back HLSLPROGRAM half4 frag (v2f i) : SV_Target { float f = ComputeFresnel(i.normal, i.viewDirection, _shield_intensity); half4 col = 0; half3 normalToGray = (0.299 * i.normal.r) + (0.587 * i.normal.g) + (0.114 * i.normal.b); col.rgb = f * _shield_color_brightness * _shield_color + (abs(normalToGray) - 0.3); col.a = f * _base_alpha; return col; } ENDHLSL } Pass { Tags { "LightMode" = "SRPDefaultUnLit" "RenderType"="Transparent" "Queue"="Transparent" } Name "FrontCullingPass" Cull Front HLSLPROGRAM half4 frag (v2f i) : SV_Target { //float f = ComputeFresnel(i.normal, i.viewDirection, _shield_intensity); half4 col = 0; half3 normalToGray = (0.299 * i.normal.r) + (0.587 * i.normal.g) + (0.114 * i.normal.b); col.rgb = _shield_color_brightness * _shield_color + (abs(normalToGray) * 0.5 - 0.5); col.a = _base_alpha * 0.5; return col; } ENDHLSL } } }