Files
FreewayGamesTest/Assets/Synaptic AI Pro/Shaders/Effects/SynapticShieldPro.shader
T

459 lines
17 KiB
GLSL

Shader "Synaptic/ShieldPro"
{
Properties
{
[Header(Shield Color)]
_MainColor ("Main Color", Color) = (0.2, 0.5, 1.0, 0.3)
_EdgeColor ("Edge Color", Color) = (0.5, 0.8, 1.0, 1.0)
_HitColor ("Hit Color", Color) = (1.0, 0.5, 0.2, 1.0)
_FresnelColor ("Fresnel Color", Color) = (0.3, 0.6, 1.0, 1.0)
[Header(Pattern)]
_PatternTex ("Pattern Texture", 2D) = "white" {}
_PatternScale ("Pattern Scale", Float) = 1
_PatternIntensity ("Pattern Intensity", Range(0, 2)) = 0.5
_PatternScrollSpeed ("Pattern Scroll Speed", Vector) = (0.1, 0.1, 0, 0)
[Header(Hex Pattern)]
[Toggle(_HEX_PATTERN)] _HexPattern ("Hex Pattern", Float) = 1
_HexScale ("Hex Scale", Float) = 10
_HexEdgeWidth ("Hex Edge Width", Range(0.01, 0.5)) = 0.1
_HexPulseSpeed ("Hex Pulse Speed", Float) = 2
[Header(Fresnel)]
_FresnelPower ("Fresnel Power", Range(0.5, 10)) = 3
_FresnelIntensity ("Fresnel Intensity", Range(0, 5)) = 2
[Header(Hit Effect)]
[Toggle(_HIT_EFFECT)] _HitEffect ("Enable Hit Effect", Float) = 1
_HitPosition ("Hit Position", Vector) = (0, 0, 0, 0)
_HitRadius ("Hit Radius", Float) = 0.5
_HitIntensity ("Hit Intensity", Range(0, 1)) = 0
_HitRippleCount ("Ripple Count", Float) = 3
_HitRippleSpeed ("Ripple Speed", Float) = 5
[Header(Distortion)]
[Toggle(_DISTORTION)] _Distortion ("Enable Distortion", Float) = 1
_DistortionStrength ("Distortion Strength", Range(0, 0.1)) = 0.02
_DistortionSpeed ("Distortion Speed", Float) = 1
[Header(Animation)]
_PulseSpeed ("Pulse Speed", Float) = 2
_PulseIntensity ("Pulse Intensity", Range(0, 1)) = 0.2
_WaveSpeed ("Wave Speed", Float) = 1
_WaveFrequency ("Wave Frequency", Float) = 5
_WaveAmplitude ("Wave Amplitude", Range(0, 0.1)) = 0.02
[Header(Intersection)]
[Toggle(_INTERSECTION)] _Intersection ("Intersection Glow", Float) = 1
_IntersectionColor ("Intersection Color", Color) = (1, 1, 1, 1)
_IntersectionWidth ("Intersection Width", Float) = 0.5
_IntersectionIntensity ("Intersection Intensity", Range(0, 5)) = 2
}
SubShader
{
PackageRequirements { "com.unity.render-pipelines.universal" }
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "ShieldForward"
Tags { "LightMode" = "UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _HEX_PATTERN
#pragma shader_feature_local _HIT_EFFECT
#pragma shader_feature_local _DISTORTION
#pragma shader_feature_local _INTERSECTION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
TEXTURE2D(_PatternTex);
SAMPLER(sampler_PatternTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
float4 _EdgeColor;
float4 _HitColor;
float4 _FresnelColor;
float4 _PatternTex_ST;
float _PatternScale;
float _PatternIntensity;
float4 _PatternScrollSpeed;
float _HexScale;
float _HexEdgeWidth;
float _HexPulseSpeed;
float _FresnelPower;
float _FresnelIntensity;
float4 _HitPosition;
float _HitRadius;
float _HitIntensity;
float _HitRippleCount;
float _HitRippleSpeed;
float _DistortionStrength;
float _DistortionSpeed;
float _PulseSpeed;
float _PulseIntensity;
float _WaveSpeed;
float _WaveFrequency;
float _WaveAmplitude;
float4 _IntersectionColor;
float _IntersectionWidth;
float _IntersectionIntensity;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
float4 screenPos : TEXCOORD4;
float3 objectPos : TEXCOORD5;
};
// Hexagonal pattern
float HexPattern(float2 p)
{
const float2 s = float2(1, 1.7320508);
p *= _HexScale;
float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5;
float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s);
float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw;
float dist = length(nearest);
float hexEdge = smoothstep(_HexEdgeWidth, _HexEdgeWidth + 0.02, abs(dist - 0.5));
return 1 - hexEdge;
}
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 posOS = IN.positionOS.xyz;
OUT.objectPos = posOS;
// Vertex wave animation
float wave = sin(_Time.y * _WaveSpeed + posOS.y * _WaveFrequency) * _WaveAmplitude;
posOS += IN.normalOS * wave;
OUT.worldPos = TransformObjectToWorld(posOS);
OUT.positionCS = TransformWorldToHClip(OUT.worldPos);
OUT.uv = IN.uv;
OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS);
OUT.viewDir = normalize(_WorldSpaceCameraPos - OUT.worldPos);
OUT.screenPos = ComputeScreenPos(OUT.positionCS);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float3 normal = normalize(IN.worldNormal);
float3 viewDir = normalize(IN.viewDir);
float time = _Time.y;
// Screen UV
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
// Fresnel
float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity;
// Base color with fresnel
float4 color = lerp(_MainColor, _FresnelColor, fresnel);
// Hex pattern
#if defined(_HEX_PATTERN)
float hex = HexPattern(IN.uv);
float hexPulse = sin(time * _HexPulseSpeed) * 0.5 + 0.5;
color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5);
color.a += hex * 0.3;
#endif
// Pattern texture
float2 patternUV = IN.uv * _PatternScale + time * _PatternScrollSpeed.xy;
float pattern = SAMPLE_TEXTURE2D(_PatternTex, sampler_PatternTex, patternUV).r;
color.rgb += pattern * _PatternIntensity * _EdgeColor.rgb;
// Hit effect
#if defined(_HIT_EFFECT)
if (_HitIntensity > 0.001)
{
float3 hitDir = IN.worldPos - _HitPosition.xyz;
float hitDist = length(hitDir);
// Ripple waves
float ripple = 0;
for (int i = 0; i < 3; i++)
{
float ripplePhase = time * _HitRippleSpeed - i * 0.3;
float rippleRadius = frac(ripplePhase) * _HitRadius * 2;
float rippleWidth = 0.1;
ripple += (1 - abs(hitDist - rippleRadius) / rippleWidth) * saturate(1 - frac(ripplePhase));
}
ripple = saturate(ripple);
// Fade out over distance
float hitFade = 1 - saturate(hitDist / _HitRadius);
color.rgb = lerp(color.rgb, _HitColor.rgb, ripple * hitFade * _HitIntensity);
color.a += ripple * hitFade * _HitIntensity * 0.5;
}
#endif
// Intersection glow
#if defined(_INTERSECTION)
float depth = SampleSceneDepth(screenUV);
float linearDepth = LinearEyeDepth(depth, _ZBufferParams);
float surfaceDepth = LinearEyeDepth(IN.positionCS.z, _ZBufferParams);
float depthDiff = abs(linearDepth - surfaceDepth);
if (depthDiff < _IntersectionWidth)
{
float intersectionFactor = 1 - saturate(depthDiff / _IntersectionWidth);
intersectionFactor = pow(intersectionFactor, 2);
color.rgb += _IntersectionColor.rgb * intersectionFactor * _IntersectionIntensity;
color.a += intersectionFactor * 0.5;
}
#endif
// Distortion
#if defined(_DISTORTION)
float2 distortionOffset = normal.xy * _DistortionStrength;
distortionOffset *= sin(time * _DistortionSpeed + IN.uv.y * 10) * 0.5 + 0.5;
float3 distortedBG = SampleSceneColor(screenUV + distortionOffset);
color.rgb = lerp(distortedBG, color.rgb, color.a);
#endif
// Pulse animation
float pulse = sin(time * _PulseSpeed) * _PulseIntensity;
color.a += pulse;
// Edge highlight
color.rgb += _EdgeColor.rgb * fresnel * 0.5;
// Clamp alpha
color.a = saturate(color.a);
return color;
}
ENDHLSL
}
}
// ==================== Built-in Pipeline SubShader ====================
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
Name "ShieldBuiltIn"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _HEX_PATTERN
#include "UnityCG.cginc"
float4 _MainColor;
float4 _EdgeColor;
float4 _FresnelColor;
float _FresnelPower;
float _FresnelIntensity;
float _HexScale;
float _HexEdgeWidth;
float _HexPulseSpeed;
float _PulseSpeed;
float _PulseIntensity;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
float HexPattern(float2 p)
{
const float2 s = float2(1, 1.7320508);
p *= _HexScale;
float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5;
float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s);
float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw;
float dist = length(nearest);
return 1 - smoothstep(_HexEdgeWidth, _HexEdgeWidth + 0.02, abs(dist - 0.5));
}
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(_WorldSpaceCameraPos - mul(unity_ObjectToWorld, v.vertex).xyz);
return o;
}
float4 frag(v2f i) : SV_Target
{
float3 normal = normalize(i.worldNormal);
float3 viewDir = normalize(i.viewDir);
float time = _Time.y;
float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity;
float4 color = lerp(_MainColor, _FresnelColor, fresnel);
#if defined(_HEX_PATTERN)
float hex = HexPattern(i.uv);
float hexPulse = sin(time * _HexPulseSpeed) * 0.5 + 0.5;
color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5);
color.a += hex * 0.3;
#endif
float pulse = sin(time * _PulseSpeed) * _PulseIntensity;
color.a += pulse;
color.rgb += _EdgeColor.rgb * fresnel * 0.5;
color.a = saturate(color.a);
return color;
}
ENDCG
}
}
// ==================== HDRP SubShader ====================
SubShader
{
PackageRequirements { "com.unity.render-pipelines.high-definition" }
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "ShieldHDRP"
Tags { "LightMode" = "Forward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
HLSLPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _HEX_PATTERN
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
float4 _EdgeColor;
float4 _FresnelColor;
float _FresnelPower;
float _FresnelIntensity;
float _HexScale;
float _HexEdgeWidth;
float _HexPulseSpeed;
float _PulseSpeed;
float _PulseIntensity;
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 viewDir : TEXCOORD2; };
float HexPattern(float2 p, float scale, float edgeWidth)
{
const float2 s = float2(1, 1.7320508);
p *= scale;
float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5;
float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s);
float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw;
return 1 - smoothstep(edgeWidth, edgeWidth + 0.02, abs(length(nearest) - 0.5));
}
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionCS = TransformWorldToHClip(worldPos);
OUT.uv = IN.uv;
OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS);
OUT.viewDir = GetWorldSpaceNormalizeViewDir(worldPos);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float3 normal = normalize(IN.worldNormal);
float3 viewDir = normalize(IN.viewDir);
float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity;
float4 color = lerp(_MainColor, _FresnelColor, fresnel);
#if defined(_HEX_PATTERN)
float hex = HexPattern(IN.uv, _HexScale, _HexEdgeWidth);
float hexPulse = sin(_Time.y * _HexPulseSpeed) * 0.5 + 0.5;
color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5);
color.a += hex * 0.3;
#endif
color.a += sin(_Time.y * _PulseSpeed) * _PulseIntensity;
color.rgb += _EdgeColor.rgb * fresnel * 0.5;
color.a = saturate(color.a);
return color;
}
ENDHLSL
}
}
FallBack "Universal Render Pipeline/Unlit"
}