feat: multiple ripples for nimble zone shader, boundary post processing glow

This commit is contained in:
Jakob Feldmann 2024-02-22 00:21:32 +01:00
parent 3be9ecd155
commit 741edc72a7
86 changed files with 1728 additions and 1394 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JellyClickReceiver : MonoBehaviour {
RaycastHit hit;
Ray clickRay;
Renderer modelRenderer;
float controlTime;
// Use this for initialization
void Start () {
modelRenderer = GetComponent<MeshRenderer>();
}
// Update is called once per frame
void Update () {
controlTime += Time.deltaTime;
if (Input.GetMouseButtonDown(0))
{
clickRay = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(clickRay, out hit))
{
controlTime = 0;
modelRenderer.material.SetVector("_ModelOrigin", transform.position);
modelRenderer.material.SetVector("_ImpactOrigin", hit.point);
}
}
modelRenderer.material.SetFloat("_ControlTime", controlTime);
}
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Custom/JellyShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_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
}
SubShader {
Tags {
"RenderType"="Opaque"
"RenderPipeline"="UniversalPipeline"
"UniversalMaterialType" = "SimpleLit"
"LightMode"="UniversalForward"
}
LOD 200
// Render State Commands
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma surface surf Standard fullforwardshadows
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
half4 _Color;
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.
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert (inout appdata_base v) {
float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);
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((v.vertex - l_ImpactOrigin), l_direction);
v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float4 c = _Color;
//half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDHLSL
}
FallBack "Diffuse"
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@ -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();
}
}

View File

@ -1,6 +1,5 @@
using System;
using Unity.Mathematics;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;

View File

@ -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);

View File

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loadStoreDebugModeEnabled: 0
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preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1

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@ -267,7 +267,7 @@ QualitySettings:
globalTextureMipmapLimit: 1
textureMipmapLimitSettings: []
anisotropicTextures: 2
antiAliasing: 0
antiAliasing: 2
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1