115 lines
3.9 KiB
GLSL
115 lines
3.9 KiB
GLSL
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/JellyShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_ControlTime ("Time", float) = 0
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_ModelOrigin ("Model Origin", Vector) = (0,0,0,0)
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_ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0)
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_Frequency ("Frequency", Range(0, 1000)) = 10
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_Amplitude ("Amplitude", Range(0, 5)) = 0.1
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_WaveFalloff ("Wave Falloff", Range(1, 8)) = 4
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_MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1
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_ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5
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_WaveSpeed ("Wave Speed", Range(-10, 10)) = -5
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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"RenderPipeline"="UniversalPipeline"
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"UniversalMaterialType" = "SimpleLit"
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"LightMode"="UniversalForward"
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}
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LOD 200
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// Render State Commands
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// Use same blending / depth states as Standard shader
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Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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ZWrite[_ZWrite]
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Cull[_Cull]
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AlphaToMask[_AlphaToMask]
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HLSLPROGRAM
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma surface surf Standard fullforwardshadows
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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half4 _Color;
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float _ControlTime;
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float4 _ModelOrigin;
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float4 _ImpactOrigin;
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half _Frequency; //Base frequency for our waves.
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half _Amplitude; //Base amplitude for our waves.
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half _WaveFalloff; //How quickly our distortion should fall off given distance.
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half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
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half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
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half _WaveSpeed; //Oscillation speed of an individual wave.
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void vert (inout appdata_base v) {
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float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);
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float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
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float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
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//Get the distance in world space from our vertex to the wave origin.
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float dist = distance(world_space_vertex, origin);
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//Adjust our distance to be non-linear.
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dist = pow(dist, _WaveFalloff);
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//Set the max amount a wave can be distorted based on distance.
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dist = max(dist, _MaxWaveDistortion);
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//Convert direction and _ImpactOrigin to model space for later trig magic.
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float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
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float4 l_direction = mul(unity_WorldToObject, direction);
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//Magic
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float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);
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v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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float4 c = _Color;
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//half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDHLSL
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}
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FallBack "Diffuse"
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}
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