97ac0f71f5
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
217 lines
6.7 KiB
Plaintext
217 lines
6.7 KiB
Plaintext
Shader "Synaptic/Caustics"
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{
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Properties
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{
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[Header(Caustics Settings)]
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_CausticsTex ("Caustics Texture", 2D) = "white" {}
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_CausticsColor ("Caustics Color", Color) = (1, 1, 1, 1)
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_CausticsIntensity ("Intensity", Range(0, 3)) = 1.0
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[Header(Animation)]
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_Speed1 ("Layer 1 Speed", Vector) = (0.1, 0.1, 0, 0)
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_Speed2 ("Layer 2 Speed", Vector) = (-0.07, 0.05, 0, 0)
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_Scale1 ("Layer 1 Scale", Float) = 1.0
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_Scale2 ("Layer 2 Scale", Float) = 1.2
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[Header(Depth Fade)]
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_DepthFadeStart ("Depth Fade Start", Float) = 0.0
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_DepthFadeEnd ("Depth Fade End", Float) = 10.0
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[Header(Projection)]
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_ProjectionHeight ("Projection Height", Float) = 5.0
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}
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SubShader
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{
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PackageRequirements { "com.unity.render-pipelines.universal" }
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent+100"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Name "CausticsURP"
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Blend One One
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ZWrite Off
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Cull Back
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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float fogFactor : TEXCOORD3;
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};
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TEXTURE2D(_CausticsTex);
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SAMPLER(sampler_CausticsTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _CausticsTex_ST;
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float4 _CausticsColor;
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float _CausticsIntensity;
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float4 _Speed1;
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float4 _Speed2;
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float _Scale1;
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float _Scale2;
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float _DepthFadeStart;
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float _DepthFadeEnd;
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float _ProjectionHeight;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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OUT.screenPos = ComputeScreenPos(OUT.positionCS);
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OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z);
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return OUT;
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}
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float4 frag(Varyings IN) : SV_Target
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{
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// World position based UV for seamless projection
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float2 worldUV = IN.worldPos.xz;
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// Animated dual-layer caustics
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float time = _Time.y;
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float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy;
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float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy;
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// Sample both layers
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float caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv1).r;
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float caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv2).r;
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// Combine with min for more realistic caustics pattern
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float caustics = min(caustics1, caustics2);
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caustics = pow(caustics, 1.5) * 2.0; // Contrast boost
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// Depth-based fade (if depth texture available)
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float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
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float depth = SampleSceneDepth(screenUV);
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float linearDepth = LinearEyeDepth(depth, _ZBufferParams);
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float depthFade = saturate((linearDepth - _DepthFadeStart) / (_DepthFadeEnd - _DepthFadeStart));
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depthFade = 1.0 - depthFade;
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// Final color
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float3 color = _CausticsColor.rgb * caustics * _CausticsIntensity * depthFade;
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// Apply fog
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color = MixFog(color, IN.fogFactor);
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return float4(color, caustics * _CausticsColor.a * depthFade);
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}
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ENDHLSL
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}
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}
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// Built-in Render Pipeline fallback
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent+100"
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}
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Pass
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{
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Name "CausticsBuiltIn"
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Blend One One
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ZWrite Off
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Cull Back
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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sampler2D _CausticsTex;
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float4 _CausticsTex_ST;
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float4 _CausticsColor;
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float _CausticsIntensity;
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float4 _Speed1;
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float4 _Speed2;
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float _Scale1;
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float _Scale2;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.uv = v.uv;
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// World position based UV
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float2 worldUV = i.worldPos.xz;
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// Animated dual-layer
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float time = _Time.y;
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float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy;
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float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy;
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// Sample both layers
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float caustics1 = tex2D(_CausticsTex, uv1).r;
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float caustics2 = tex2D(_CausticsTex, uv2).r;
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// Combine
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float caustics = min(caustics1, caustics2);
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caustics = pow(caustics, 1.5) * 2.0;
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// Final color
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fixed3 color = _CausticsColor.rgb * caustics * _CausticsIntensity;
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UNITY_APPLY_FOG(i.fogCoord, color);
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return fixed4(color, caustics * _CausticsColor.a);
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}
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ENDCG
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}
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}
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FallBack "Transparent/Diffuse"
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}
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