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- Shader "Projector/Caustics Interactive" {
- Properties{
- _Color("Main Color", Color) = (0,0,1,0.7)
- _ColorT("Tint", Color) = (0,1,1,0.6)
- _Mask("Mask", 2D) = "" {}
- _Noise("Noise", 2D) = "black" {}
- _Tile("Tile", 2D) = "" {}
- _FalloffTex("FallOff", 2D) = "white" {}
- _Scale("Scale", Range(0,1)) = 0.1
- _Speed("Speed", Range(0,10)) = 1
- _Intensity("Intensity", Range(0,10)) = 5
- _NoiseScale("Noise Scale", Range(0,1)) = 0.1
- [Enum(UnityEngine.Rendering.BlendMode)] _BlendOp ("Blend Op", Int) = 5
- [Enum(UnityEngine.Rendering.BlendMode)] _BlendMode ("Blend Mode", Int) = 10
- }
- Subshader{
- Tags {"Queue" = "Transparent"}
- Pass {
- ZWrite Off
- Cull Off
- ColorMask RGB
- Blend [_BlendOp] [_BlendMode]
- Offset -1, -1
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 uvMask : TEXCOORD0;
- float4 pos : SV_POSITION;
- float4 uvFalloff : TEXCOORD1;
- float3 worldPos : TEXCOORD2;
- float3 worldNormal : TEXCOORD3;
- };
- float4x4 unity_Projector;
- float4x4 unity_ProjectorClip;
- v2f vert(appdata_full v)
- {
- v2f o;
- o.uvFalloff = mul(unity_ProjectorClip, v.vertex);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uvMask = mul(unity_Projector, v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- o.worldNormal = normalize(mul(float4(v.normal, 0.0), unity_ObjectToWorld).xyz);
- return o;
- }
- float4 _Color, _ColorT;
- sampler2D _Tile, _Mask, _FalloffTex, _Noise;
- float _Scale, _Intensity, _Speed, _NoiseScale;
- uniform sampler2D _GlobalEffectRT;
- uniform float3 _Position;
- uniform float _OrthographicCamSize;
- fixed4 triplanar(float3 blendNormal, float4 texturex, float4 texturey, float4 texturez)
- {
- float4 triplanartexture = texturez;
- triplanartexture = lerp(triplanartexture, texturex, blendNormal.x);
- triplanartexture = lerp(triplanartexture, texturey, blendNormal.y);
- return triplanartexture;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- float2 uv = i.worldPos.xz - _Position.xz;
- uv = uv/(_OrthographicCamSize *2);
- uv += 0.5;
- float4 effect = tex2D(_GlobalEffectRT, float2 (uv.x, uv.y) );
- float4 efMask = tex2D(_Mask, uv);
- effect *= efMask.a;
- float speed = _Time.x * _Speed;
- float3 blendNormal = saturate(pow(i.worldNormal * 1.4,4));
- // distortion
- float4 distortx = tex2D(_Noise, float2(i.worldPos.zy * _NoiseScale) - (speed));
- float4 distorty = tex2D(_Noise, float2(i.worldPos.xz * _NoiseScale) -(speed));
- float4 distortz = tex2D(_Noise, float2(i.worldPos.xy * _NoiseScale) - (speed));
- float distort = triplanar(blendNormal, distortx + (effect.b * 4) , distorty + (effect.b * 4), distortz +(effect.b * 4));
- // moving caustics
- float4 xc = tex2D(_Tile, float2((i.worldPos.z +distort) * _Scale, (i.worldPos.y) * (_Scale/4)));
- float4 zc = tex2D(_Tile, float2((i.worldPos.x +distort) * _Scale, (i.worldPos.y ) * (_Scale/4)));
- float4 yc = tex2D(_Tile, (float2(i.worldPos.x + distort, i.worldPos.z + distort) )* _Scale );
- float4 causticsTex = triplanar(blendNormal, xc , yc, zc);
- // secondary moving caustics, smaller scale and moving opposite direction
- float secScale = _Scale * 0.6;
- float4 xc2 = tex2D(_Tile, float2((i.worldPos.z -distort) * secScale, (i.worldPos.y ) * (secScale/4)));
- float4 zc2 = tex2D(_Tile, float2((i.worldPos.x -distort) * secScale, (i.worldPos.y ) * (secScale/4)));
- float4 yc2 = tex2D(_Tile, float2(i.worldPos.x - distort, i.worldPos.z - distort)* secScale);
- float4 causticsTex2 = triplanar(blendNormal, xc2+ effect.b, yc2 + effect.b, zc2+ effect.b);
- // combining
- causticsTex *= causticsTex2;
- causticsTex *= _Intensity * _ColorT;
- // alpha
- float falloff = tex2Dproj(_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)).a;
- float alphaMask = tex2Dproj(_Mask, UNITY_PROJ_COORD(i.uvMask)).a;
- float alpha = falloff * alphaMask;
- // texture and color times alpha
- _Color *= alpha * _Color.a;
- causticsTex *= alpha;
- return saturate(causticsTex + _Color);
- }
- ENDCG
- }
- }
- }
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