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FreewayGamesTest/Assets/Synaptic AI Pro/Shaders/Effects/SynapticDissolvePro.shader
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Shader "Synaptic/DissolvePro"
{
Properties
{
[Header(Base)]
_MainTex ("Albedo", 2D) = "white" {}
_BaseColor ("Base Color", Color) = (1, 1, 1, 1)
_Metallic ("Metallic", Range(0, 1)) = 0
_Smoothness ("Smoothness", Range(0, 1)) = 0.5
_BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Scale", Float) = 1
[Header(Dissolve)]
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_DissolveNoise ("Dissolve Noise", 2D) = "white" {}
_DissolveScale ("Noise Scale", Float) = 1
_DissolveDirection ("Direction (XYZ)", Vector) = (0, 1, 0, 0)
[Toggle(_DIRECTIONAL_DISSOLVE)] _DirectionalDissolve ("Directional", Float) = 0
_DirectionalBias ("Directional Bias", Range(0, 1)) = 0.5
[Header(Edge Effect)]
_EdgeColor1 ("Edge Color 1", Color) = (1, 0.5, 0, 1)
_EdgeColor2 ("Edge Color 2", Color) = (1, 0, 0, 1)
_EdgeWidth ("Edge Width", Range(0, 0.5)) = 0.1
_EdgeIntensity ("Edge Intensity", Range(0, 10)) = 3
[Toggle(_EDGE_GLOW)] _EdgeGlow ("Edge Glow", Float) = 1
[Header(Particles)]
[Toggle(_PARTICLES_ON)] _ParticlesEnabled ("Enable Particles", Float) = 1
_ParticleColor ("Particle Color", Color) = (1, 0.7, 0.3, 1)
_ParticleSize ("Particle Size", Range(0, 0.1)) = 0.02
_ParticleSpeed ("Particle Speed", Float) = 2
_ParticleDensity ("Particle Density", Range(0, 1)) = 0.5
[Header(Vertex Displacement)]
[Toggle(_VERTEX_DISPLACEMENT)] _VertexDisplacement ("Vertex Displacement", Float) = 0
_DisplacementStrength ("Displacement Strength", Float) = 0.5
_DisplacementDirection ("Displacement Dir", Vector) = (0, 1, 0, 0)
}
SubShader
{
PackageRequirements { "com.unity.render-pipelines.universal" }
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "DissolveForward"
Tags { "LightMode" = "UniversalForward" }
Cull Back
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fog
#pragma shader_feature_local _DIRECTIONAL_DISSOLVE
#pragma shader_feature_local _EDGE_GLOW
#pragma shader_feature_local _PARTICLES_ON
#pragma shader_feature_local _VERTEX_DISPLACEMENT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D(_MainTex);
TEXTURE2D(_BumpMap);
TEXTURE2D(_DissolveNoise);
SAMPLER(sampler_MainTex);
SAMPLER(sampler_BumpMap);
SAMPLER(sampler_DissolveNoise);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _BaseColor;
float _Metallic;
float _Smoothness;
float4 _BumpMap_ST;
float _BumpScale;
float _DissolveAmount;
float4 _DissolveNoise_ST;
float _DissolveScale;
float4 _DissolveDirection;
float _DirectionalBias;
float4 _EdgeColor1;
float4 _EdgeColor2;
float _EdgeWidth;
float _EdgeIntensity;
float4 _ParticleColor;
float _ParticleSize;
float _ParticleSpeed;
float _ParticleDensity;
float _DisplacementStrength;
float4 _DisplacementDirection;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldTangent : TEXCOORD3;
float3 worldBitangent : TEXCOORD4;
float4 shadowCoord : TEXCOORD5;
float fogFactor : TEXCOORD6;
float3 objectPos : TEXCOORD7;
};
// Hash for particles
float Hash(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453);
}
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 posOS = IN.positionOS.xyz;
OUT.objectPos = posOS;
// Sample noise for vertex displacement
#if defined(_VERTEX_DISPLACEMENT)
float2 noiseUV = IN.uv * _DissolveScale;
float noise = SAMPLE_TEXTURE2D_LOD(_DissolveNoise, sampler_DissolveNoise, noiseUV, 0).r;
float dissolveEdge = 1 - _DissolveAmount;
float edgeFactor = saturate((noise - dissolveEdge) / _EdgeWidth);
if (edgeFactor > 0)
{
float3 dispDir = normalize(_DisplacementDirection.xyz);
posOS += dispDir * edgeFactor * _DisplacementStrength;
}
#endif
OUT.worldPos = TransformObjectToWorld(posOS);
OUT.positionCS = TransformWorldToHClip(OUT.worldPos);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS);
OUT.worldTangent = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * IN.tangentOS.w;
OUT.shadowCoord = TransformWorldToShadowCoord(OUT.worldPos);
OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
// Sample dissolve noise
float2 noiseUV = IN.uv * _DissolveScale;
float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, noiseUV).r;
// Directional dissolve
#if defined(_DIRECTIONAL_DISSOLVE)
float3 dir = normalize(_DissolveDirection.xyz);
float dirFactor = dot(normalize(IN.objectPos), dir) * 0.5 + 0.5;
noise = lerp(noise, dirFactor, _DirectionalBias);
#endif
// Dissolve threshold
float dissolveThreshold = 1 - _DissolveAmount;
clip(noise - dissolveThreshold);
// Edge detection
float edge = 1 - saturate((noise - dissolveThreshold) / _EdgeWidth);
// Sample textures
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor;
float3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv), _BumpScale);
// Transform normal
float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
float3 worldNormal = normalize(mul(normalTS, TBN));
// Lighting
Light mainLight = GetMainLight(IN.shadowCoord);
float3 lightDir = mainLight.direction;
float3 lightColor = mainLight.color * mainLight.shadowAttenuation;
float3 viewDir = normalize(_WorldSpaceCameraPos - IN.worldPos);
float NdotL = saturate(dot(worldNormal, lightDir));
float3 diffuse = albedo.rgb * lightColor * NdotL;
// Specular
float3 halfDir = normalize(lightDir + viewDir);
float NdotH = saturate(dot(worldNormal, halfDir));
float spec = pow(NdotH, _Smoothness * 128);
float3 specular = spec * lightColor * _Metallic;
// Ambient
float3 ambient = albedo.rgb * 0.1;
float3 finalColor = diffuse + specular + ambient;
// Edge glow
#if defined(_EDGE_GLOW)
float3 edgeColor = lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge);
float edgeGlow = edge * _EdgeIntensity;
finalColor += edgeColor * edgeGlow;
#endif
// Particles
#if defined(_PARTICLES_ON)
float particleHash = Hash(IN.uv * 100 + _Time.y * _ParticleSpeed);
if (particleHash > 1 - _ParticleDensity && edge > 0.5)
{
float particleBrightness = particleHash * edge * 2;
finalColor += _ParticleColor.rgb * particleBrightness;
}
#endif
// Fog
finalColor = MixFog(finalColor, IN.fogFactor);
return float4(finalColor, albedo.a);
}
ENDHLSL
}
// Shadow caster
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull Back
HLSLPROGRAM
#pragma vertex ShadowVert
#pragma fragment ShadowFrag
#pragma shader_feature_local _DIRECTIONAL_DISSOLVE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
float3 _LightDirection;
float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection)
{
float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS));
float scale = invNdotL * 0.001;
positionWS = lightDirection * 0.001 + positionWS;
positionWS = normalWS * scale.xxx + positionWS;
return positionWS;
}
TEXTURE2D(_DissolveNoise);
SAMPLER(sampler_DissolveNoise);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _DissolveAmount;
float _DissolveScale;
float4 _DissolveDirection;
float _DirectionalBias;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 objectPos : TEXCOORD1;
};
Varyings ShadowVert(Attributes IN)
{
Varyings OUT;
float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz);
float3 worldNormal = TransformObjectToWorldNormal(IN.normalOS);
worldPos = ApplyShadowBiasCustom(worldPos, worldNormal, _LightDirection);
OUT.positionCS = TransformWorldToHClip(worldPos);
#if UNITY_REVERSED_Z
OUT.positionCS.z = min(OUT.positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
OUT.positionCS.z = max(OUT.positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.objectPos = IN.positionOS.xyz;
return OUT;
}
float4 ShadowFrag(Varyings IN) : SV_Target
{
float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, IN.uv * _DissolveScale).r;
#if defined(_DIRECTIONAL_DISSOLVE)
float3 dir = normalize(_DissolveDirection.xyz);
float dirFactor = dot(normalize(IN.objectPos), dir) * 0.5 + 0.5;
noise = lerp(noise, dirFactor, _DirectionalBias);
#endif
clip(noise - (1 - _DissolveAmount));
return 0;
}
ENDHLSL
}
}
// ==================== Built-in Pipeline SubShader ====================
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
Pass
{
Name "DissolveBuiltIn"
Tags { "LightMode" = "ForwardBase" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma shader_feature_local _DIRECTIONAL_DISSOLVE
#pragma shader_feature_local _EDGE_GLOW
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
sampler2D _DissolveNoise;
float4 _MainTex_ST;
float4 _BaseColor;
float _DissolveAmount;
float _DissolveScale;
float4 _DissolveDirection;
float _DirectionalBias;
float4 _EdgeColor1;
float4 _EdgeColor2;
float _EdgeWidth;
float _EdgeIntensity;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 objectPos : TEXCOORD3;
SHADOW_COORDS(4)
UNITY_FOG_COORDS(5)
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.objectPos = v.vertex.xyz;
TRANSFER_SHADOW(o)
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float4 frag(v2f i) : SV_Target
{
float2 noiseUV = i.uv * _DissolveScale;
float noise = tex2D(_DissolveNoise, noiseUV).r;
#if defined(_DIRECTIONAL_DISSOLVE)
float3 dir = normalize(_DissolveDirection.xyz);
float dirFactor = dot(normalize(i.objectPos), dir) * 0.5 + 0.5;
noise = lerp(noise, dirFactor, _DirectionalBias);
#endif
float dissolveThreshold = 1 - _DissolveAmount;
clip(noise - dissolveThreshold);
float edge = 1 - saturate((noise - dissolveThreshold) / _EdgeWidth);
float4 albedo = tex2D(_MainTex, i.uv) * _BaseColor;
float3 normal = normalize(i.worldNormal);
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float shadow = SHADOW_ATTENUATION(i);
float NdotL = saturate(dot(normal, lightDir));
float3 diffuse = albedo.rgb * _LightColor0.rgb * NdotL * shadow;
float3 ambient = albedo.rgb * 0.1;
float3 finalColor = diffuse + ambient;
#if defined(_EDGE_GLOW)
float3 edgeColor = lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge);
finalColor += edgeColor * edge * _EdgeIntensity;
#endif
UNITY_APPLY_FOG(i.fogCoord, finalColor);
return float4(finalColor, albedo.a);
}
ENDCG
}
}
// ==================== HDRP SubShader ====================
SubShader
{
PackageRequirements { "com.unity.render-pipelines.high-definition" }
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "DissolveHDRP"
Tags { "LightMode" = "Forward" }
Cull Back
HLSLPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _DIRECTIONAL_DISSOLVE
#pragma shader_feature_local _EDGE_GLOW
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D(_MainTex);
TEXTURE2D(_DissolveNoise);
SAMPLER(sampler_MainTex);
SAMPLER(sampler_DissolveNoise);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _BaseColor;
float _DissolveAmount;
float _DissolveScale;
float4 _DissolveDirection;
float _DirectionalBias;
float4 _EdgeColor1;
float4 _EdgeColor2;
float _EdgeWidth;
float _EdgeIntensity;
CBUFFER_END
struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; };
struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 objectPos : TEXCOORD2; };
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw;
OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS);
OUT.objectPos = IN.positionOS.xyz;
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, IN.uv * _DissolveScale).r;
#if defined(_DIRECTIONAL_DISSOLVE)
float dirFactor = dot(normalize(IN.objectPos), normalize(_DissolveDirection.xyz)) * 0.5 + 0.5;
noise = lerp(noise, dirFactor, _DirectionalBias);
#endif
clip(noise - (1 - _DissolveAmount));
float edge = 1 - saturate((noise - (1 - _DissolveAmount)) / _EdgeWidth);
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor;
float3 finalColor = albedo.rgb;
#if defined(_EDGE_GLOW)
finalColor += lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge) * edge * _EdgeIntensity;
#endif
return float4(finalColor, albedo.a);
}
ENDHLSL
}
}
FallBack "Universal Render Pipeline/Lit"
}