feat: multiple ripples for nimble zone shader, boundary post processing glow
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class JellyClickReceiver : MonoBehaviour {
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RaycastHit hit;
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Ray clickRay;
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Renderer modelRenderer;
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float controlTime;
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if (Input.GetMouseButtonDown(0))
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{
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if (Physics.Raycast(clickRay, out hit))
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{
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controlTime = 0;
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modelRenderer.material.SetVector("_ModelOrigin", transform.position);
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modelRenderer.material.SetVector("_ImpactOrigin", hit.point);
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}
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}
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@ -1,114 +0,0 @@
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// 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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_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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Tags {
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"RenderType"="Opaque"
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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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|
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float _ControlTime;
|
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float4 _ModelOrigin;
|
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float4 _ImpactOrigin;
|
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|
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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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|
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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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|
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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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|
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float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
|
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float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
|
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|
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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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|
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//Adjust our distance to be non-linear.
|
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dist = pow(dist, _WaveFalloff);
|
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|
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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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|
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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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|
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//Magic
|
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float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);
|
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|
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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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|
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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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FallBack "Diffuse"
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highQualityFiltering:
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downscale:
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dimension: 1
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--- !u!114 &11400000
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m_Name: PostProcessingVolume Profile
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m_EditorClassIdentifier:
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components:
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- {fileID: -5921147102793617387}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 370f519260c4e8345bb4ecadf6199694
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
@ -1,20 +1,51 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using static AffectingForcesManager;
|
||||
|
||||
public class NimbleZoneDetection : MonoBehaviour
|
||||
{
|
||||
public AffectingForcesManager forcesManager;
|
||||
|
||||
public GameObject renderedZoneObject;
|
||||
|
||||
|
||||
public enum Gravities
|
||||
{
|
||||
DownGravity, NoGravity, InwardsGravity, OutwardsGravity
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private static float gravityFactor = 30f;
|
||||
[SerializeField]
|
||||
private Gravities outsideGravityFunction = Gravities.NoGravity;
|
||||
[SerializeField]
|
||||
private Zone zone = Zone.NimbleZone;
|
||||
public AffectingForcesManager forcesManager;
|
||||
|
||||
public enum Gravities
|
||||
// Ripple properties
|
||||
[SerializeField]
|
||||
private float rippleFrequency = 3f;
|
||||
[SerializeField]
|
||||
private float rippleDensity = 30f;
|
||||
[SerializeField]
|
||||
private float rippleAmplitude = 0.2f;
|
||||
[SerializeField]
|
||||
private float rippleBlend = 1f;
|
||||
[SerializeField]
|
||||
private float rippleRadius = 2f;
|
||||
[SerializeField]
|
||||
private float rippleDuration = 2f;
|
||||
private int maxRippleAmount = 5;
|
||||
private int playerCount = 2;
|
||||
private int spawnedCount = 0;
|
||||
private MeshRenderer meshRenderer;
|
||||
private Material material;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
DownGravity, NoGravity, InwardsGravity, OutwardsGravity
|
||||
meshRenderer = renderedZoneObject.GetComponent<MeshRenderer>();
|
||||
material = meshRenderer.material;
|
||||
ResetShaderProperties();
|
||||
}
|
||||
|
||||
private Func<Vector3, Vector3>[] gravityFunctions = { DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
|
||||
@ -34,6 +65,9 @@ public class NimbleZoneDetection : MonoBehaviour
|
||||
private void OnTriggerEnter(Collider collider)
|
||||
{
|
||||
int instanceID = collider.gameObject.GetInstanceID();
|
||||
if (spawnedCount < playerCount)
|
||||
++spawnedCount;
|
||||
else SpawnRipple(collider, false);
|
||||
forcesManager.SetGravityForInstance(instanceID, NoGravity);
|
||||
forcesManager.SetZoneForInstance(instanceID, zone);
|
||||
}
|
||||
@ -41,8 +75,90 @@ public class NimbleZoneDetection : MonoBehaviour
|
||||
private void OnTriggerExit(Collider collider)
|
||||
{
|
||||
int instanceID = collider.gameObject.GetInstanceID();
|
||||
SpawnRipple(collider, true);
|
||||
forcesManager.SetGravityForInstance(instanceID, GetGravityFunction(outsideGravityFunction));
|
||||
forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
material.SetFloat("_ShaderTime", Time.timeSinceLevelLoad);
|
||||
}
|
||||
|
||||
private void SpawnRipple(Collider collider, bool isOutwardsRipple)
|
||||
{
|
||||
Rigidbody body = collider.attachedRigidbody;
|
||||
GameObject gameObject = collider.gameObject;
|
||||
|
||||
float velocity = body.velocity.magnitude;
|
||||
Vector3 position = (gameObject.transform.position - transform.position).normalized;
|
||||
|
||||
Vector4[] rippleOrigins = material.GetVectorArray("_RippleOrigins");
|
||||
|
||||
float currentTime = Time.timeSinceLevelLoad;
|
||||
var whyGodWhy = material.GetVector("_TIME");
|
||||
Console.WriteLine(whyGodWhy);
|
||||
float[] startedTimes = material.GetFloatArray("_RippleStartTimes");
|
||||
float[] startedRippleDurations = material.GetFloatArray("_RippleDurations");
|
||||
|
||||
float[] rippleAmplitudes = material.GetFloatArray("_RippleAmplitudes");
|
||||
float[] rippleFrequencies = material.GetFloatArray("_RippleFrequencies");
|
||||
float[] rippleDensities = material.GetFloatArray("_RippleDensities");
|
||||
float[] rippleBlends = material.GetFloatArray("_RippleBlends");
|
||||
float[] rippleRadii = material.GetFloatArray("_RippleRadii");
|
||||
|
||||
for (int i = 0; i < startedTimes.Length; ++i)
|
||||
{
|
||||
if (startedTimes[i] + startedRippleDurations[i] < currentTime)
|
||||
{
|
||||
rippleOrigins[i] = new Vector4(position.x, position.y, position.z, 0);
|
||||
material.SetVectorArray("_RippleOrigins", rippleOrigins);
|
||||
startedTimes[i] = currentTime;
|
||||
material.SetFloatArray("_RippleStartTimes", startedTimes);
|
||||
|
||||
rippleAmplitudes[i] = isOutwardsRipple ? rippleAmplitude : -rippleAmplitude;
|
||||
rippleFrequencies[i] = rippleFrequency;
|
||||
rippleDensities[i] = rippleDensity;
|
||||
rippleBlends[i] = rippleBlend;
|
||||
startedRippleDurations[i] = rippleDuration;
|
||||
rippleRadii[i] = rippleRadius;
|
||||
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
|
||||
material.SetFloatArray("_RippleDensities", rippleDensities);
|
||||
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||
material.SetFloatArray("_RippleBlends", rippleBlends);
|
||||
material.SetFloatArray("_RippleDurations", startedRippleDurations);
|
||||
material.SetFloatArray("_RippleRadii", rippleRadii);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetShaderProperties()
|
||||
{
|
||||
Vector4[] rippleOrigins = new Vector4[maxRippleAmount];
|
||||
float[] startedTimes = new float[maxRippleAmount];
|
||||
float[] rippleAmplitudes = new float[maxRippleAmount];
|
||||
float[] rippleFrequencies = new float[maxRippleAmount];
|
||||
float[] rippleDensities = new float[maxRippleAmount];
|
||||
float[] rippleDurations = new float[maxRippleAmount];
|
||||
float[] rippleRadii = new float[maxRippleAmount];
|
||||
float[] rippleBlends = new float[maxRippleAmount];
|
||||
|
||||
// Initialize Ripple Shader Properties
|
||||
material.SetVectorArray("_RippleOrigins", rippleOrigins);
|
||||
material.SetFloatArray("_RippleStartTimes", startedTimes);
|
||||
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
|
||||
material.SetFloatArray("_RippleDensities", rippleDensities);
|
||||
material.SetFloatArray("_RippleBlends", rippleBlends);
|
||||
material.SetFloatArray("_RippleDurations", rippleDurations);
|
||||
material.SetFloatArray("_RippleRadii", rippleRadii);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
ResetShaderProperties();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using UnityEditor.ShaderGraph.Internal;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@ -50,7 +50,7 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
[Space(20)]
|
||||
[Toggle(_EMISSION)] _Emission ("Emission", Float) = 0
|
||||
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
||||
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "black" {}
|
||||
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
|
||||
|
||||
[Space(20)]
|
||||
[Toggle(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Turn Specular Highlights Off", Float) = 0
|
||||
@ -58,19 +58,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
// These are inverted fom what the URP/Lit shader does which is a bit annoying.
|
||||
// They would usually be handled by the Lit ShaderGUI but I'm using Toggle instead,
|
||||
// which assumes the keyword is more of an "on" state.
|
||||
|
||||
[Space(20)]
|
||||
_ControlTime ("Time", float) = 0
|
||||
_ModelOrigin ("Model Origin", Vector) = (0,0,0,0)
|
||||
_ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0)
|
||||
|
||||
_Frequency ("Frequency", Range(0, 1000)) = 10
|
||||
_Amplitude ("Amplitude", Range(0, 5)) = 0.1
|
||||
_WaveFalloff ("Wave Falloff", Range(1, 8)) = 4
|
||||
_MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1
|
||||
_ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5
|
||||
_WaveSpeed ("Wave Speed", Range(-10, 10)) = -5
|
||||
|
||||
// Not including Detail maps in this template
|
||||
}
|
||||
SubShader {
|
||||
@ -97,6 +84,30 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
half _ClearCoatMask;
|
||||
half _ClearCoatSmoothness;
|
||||
CBUFFER_END
|
||||
half _ShaderTime;
|
||||
|
||||
half _SpikeEase(half x){
|
||||
return 1.0 - pow(abs(sin(3.14159265359* (x + 0.5)/2.0)), 0.5);
|
||||
}
|
||||
|
||||
half _TriangleEase(half x){
|
||||
return min(cos(3.14159265359 * x/2.0), 1 - abs(x));
|
||||
}
|
||||
|
||||
half _FadeRipple(half dist, half blend, half radius) {
|
||||
// create a radius
|
||||
return smoothstep(radius, 0, dist);
|
||||
}
|
||||
|
||||
half _ComputeRipple(half3 vert, half3 orig, half blend, half radius, half freq, half dens, half ampl, half start_time, half duration) {
|
||||
// calculate the intensity of the impact
|
||||
half dist = distance(vert, orig);
|
||||
half anim = smoothstep(start_time, start_time + duration, _ShaderTime);
|
||||
half i = sin((freq * anim - dist * dens)) * ampl * _TriangleEase(anim * 2 - 1);
|
||||
return i * _FadeRipple(dist, blend, radius);
|
||||
}
|
||||
|
||||
|
||||
ENDHLSL
|
||||
|
||||
Pass {
|
||||
@ -109,6 +120,17 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
HLSLPROGRAM
|
||||
// Ripple Properties
|
||||
|
||||
half3 _RippleOrigins[5];
|
||||
half _RippleFrequencies[5];
|
||||
half _RippleDensities[5];
|
||||
half _RippleAmplitudes[5];
|
||||
half _RippleBlends[5];
|
||||
half _RippleRadii[5];
|
||||
half _RippleStartTimes[5];
|
||||
half _RippleDurations[5];
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
@ -158,17 +180,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
// GPU Instancing (not supported)
|
||||
//#pragma multi_compile_instancing
|
||||
|
||||
float _ControlTime;
|
||||
float4 _ModelOrigin;
|
||||
float4 _ImpactOrigin;
|
||||
|
||||
half _Frequency; //Base frequency for our waves.
|
||||
half _Amplitude; //Base amplitude for our waves.
|
||||
half _WaveFalloff; //How quickly our distortion should fall off given distance.
|
||||
half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
|
||||
half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
|
||||
half _WaveSpeed; //Oscillation speed of an individual wave.
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Structs
|
||||
// ---------------------------------------------------------------------------
|
||||
@ -229,29 +240,20 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
//UNITY_SETUP_INSTANCE_ID(IN);
|
||||
//UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
|
||||
//UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
half ripple_displacement = 0.0;
|
||||
|
||||
float4 world_space_vertex = mul(unity_ObjectToWorld, IN.positionOS);
|
||||
|
||||
float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
|
||||
float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
|
||||
|
||||
//Get the distance in world space from our vertex to the wave origin.
|
||||
float dist = distance(world_space_vertex, origin);
|
||||
|
||||
//Adjust our distance to be non-linear.
|
||||
dist = pow(dist, _WaveFalloff);
|
||||
|
||||
//Set the max amount a wave can be distorted based on distance.
|
||||
dist = max(dist, _MaxWaveDistortion);
|
||||
|
||||
//Convert direction and _ImpactOrigin to model space for later trig magic.
|
||||
float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
|
||||
float4 l_direction = mul(unity_WorldToObject, direction);
|
||||
|
||||
//Magic
|
||||
float impactAxis = l_ImpactOrigin + dot((IN.positionOS - l_ImpactOrigin), l_direction);
|
||||
|
||||
IN.positionOS.xyz += IN.normalOS * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
|
||||
[unroll(5)]
|
||||
for(int i = 0; i < 5; i++)
|
||||
ripple_displacement += _ComputeRipple(IN.positionOS.xyz,
|
||||
_RippleOrigins[i],
|
||||
_RippleBlends[i],
|
||||
_RippleRadii[i],
|
||||
_RippleFrequencies[i],
|
||||
_RippleDensities[i],
|
||||
_RippleAmplitudes[i],
|
||||
_RippleStartTimes[i],
|
||||
_RippleDurations[i]);
|
||||
IN.positionOS.xyz += IN.normalOS * ripple_displacement;
|
||||
|
||||
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
|
||||
#ifdef _NORMALMAP
|
||||
@ -263,8 +265,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
||||
OUT.positionCS = positionInputs.positionCS;
|
||||
OUT.positionWS = positionInputs.positionWS;
|
||||
|
||||
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
|
||||
half3 vertexLight = VertexLighting(positionInputs.positionWS, normalInputs.normalWS);
|
||||
half fogFactor = ComputeFogFactor(positionInputs.positionCS.z);
|
||||
|
||||
@ -134,9 +134,7 @@ PlayerSettings:
|
||||
vulkanEnableCommandBufferRecycling: 1
|
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loadStoreDebugModeEnabled: 0
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bundleVersion: 0.1
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preloadedAssets:
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preloadedAssets: []
|
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metroInputSource: 0
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wsaTransparentSwapchain: 0
|
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m_HolographicPauseOnTrackingLoss: 1
|
||||
|
||||
@ -267,7 +267,7 @@ QualitySettings:
|
||||
globalTextureMipmapLimit: 1
|
||||
textureMipmapLimitSettings: []
|
||||
anisotropicTextures: 2
|
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antiAliasing: 0
|
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antiAliasing: 2
|
||||
softParticles: 1
|
||||
softVegetation: 1
|
||||
realtimeReflectionProbes: 1
|
||||
|
||||