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| 1 | Shader "Custom/Snow Interactive" {
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| 2 | Properties{
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| 3 | [Header(Main)] | |
| 4 | _Noise("Snow Noise", 2D) = "gray" {}
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| 5 | _NoiseScale("Noise Scale", Range(0,2)) = 0.1
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| 6 | _NoiseWeight("Noise Weight", Range(0,2)) = 0.1
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| 7 | [HDR]_ShadowColor("Shadow Color", Color) = (0.5,0.5,0.5,1)
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| 8 | ||
| 9 | [Space] | |
| 10 | [Header(Tesselation)] | |
| 11 | _MaxTessDistance("Max Tessellation Distance", Range(10,100)) = 50
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| 12 | _Tess("Tessellation", Range(1,32)) = 20
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| 13 | ||
| 14 | [Space] | |
| 15 | [Header(Snow)] | |
| 16 | [HDR]_Color("Snow Color", Color) = (0.5,0.5,0.5,1)
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| 17 | [HDR]_PathColorIn("Snow Path Color In", Color) = (0.5,0.5,0.7,1)
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| 18 | [HDR]_PathColorOut("Snow Path Color Out", Color) = (0.5,0.5,0.7,1)
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| 19 | _PathBlending("Snow Path Blending", Range(0,3)) = 0.3
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| 20 | _MainTex("Snow Texture", 2D) = "white" {}
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| 21 | _SnowHeight("Snow Height", Range(0,2)) = 0.3
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| 22 | _SnowDepth("Snow Path Depth", Range(-2,2)) = 0.3
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| 23 | _SnowTextureOpacity("Snow Texture Opacity", Range(0,2)) = 0.3
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| 24 | _SnowTextureScale("Snow Texture Scale", Range(0,2)) = 0.3
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| 25 | ||
| 26 | [Space] | |
| 27 | [Header(Sparkles)] | |
| 28 | _SparkleScale("Sparkle Scale", Range(0,10)) = 10
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| 29 | _SparkCutoff("Sparkle Cutoff", Range(0,10)) = 0.8
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| 30 | _SparkleNoise("Sparkle Noise", 2D) = "gray" {}
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| 31 | ||
| 32 | [Space] | |
| 33 | [Header(Rim)] | |
| 34 | _RimPower("Rim Power", Range(0,20)) = 20
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| 35 | [HDR]_RimColor("Rim Color Snow", Color) = (0.5,0.5,0.5,1)
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| 36 | } | |
| 37 | HLSLINCLUDE | |
| 38 | ||
| 39 | // Includes | |
| 40 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| 41 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
| 42 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" | |
| 43 | #include "SnowTessellation.hlsl" | |
| 44 | #pragma vertex TessellationVertexProgram | |
| 45 | #pragma hull hull | |
| 46 | #pragma domain domain | |
| 47 | // Keywords | |
| 48 | ||
| 49 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN | |
| 50 | #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS | |
| 51 | #pragma multi_compile _ _SHADOWS_SOFT | |
| 52 | #pragma multi_compile_fog | |
| 53 | ||
| 54 | ||
| 55 | ControlPoint TessellationVertexProgram(Attributes v) | |
| 56 | {
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| 57 | ControlPoint p; | |
| 58 | p.vertex = v.vertex; | |
| 59 | p.uv = v.uv; | |
| 60 | p.normal = v.normal; | |
| 61 | return p; | |
| 62 | } | |
| 63 | ENDHLSL | |
| 64 | ||
| 65 | SubShader{
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| 66 | Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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| 67 | ||
| 68 | Pass{
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| 69 | Tags { "LightMode" = "UniversalForward" }
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| 70 | ||
| 71 | HLSLPROGRAM | |
| 72 | // vertex happens in snowtessellation.hlsl | |
| 73 | #pragma fragment frag | |
| 74 | #pragma target 4.0 | |
| 75 | ||
| 76 | ||
| 77 | sampler2D _MainTex, _SparkleNoise; | |
| 78 | float4 _Color, _RimColor; | |
| 79 | float _RimPower; | |
| 80 | float4 _PathColorIn, _PathColorOut; | |
| 81 | float _PathBlending; | |
| 82 | float _SparkleScale, _SparkCutoff; | |
| 83 | float _SnowTextureOpacity, _SnowTextureScale; | |
| 84 | float4 _ShadowColor; | |
| 85 | ||
| 86 | ||
| 87 | half4 frag(Varyings IN) : SV_Target{
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| 88 | ||
| 89 | // Effects RenderTexture Reading | |
| 90 | float3 worldPosition = mul(unity_ObjectToWorld, IN.vertex).xyz; | |
| 91 | float2 uv = IN.worldPos.xz - _Position.xz; | |
| 92 | uv /= (_OrthographicCamSize * 2); | |
| 93 | uv += 0.5; | |
| 94 | ||
| 95 | // effects texture | |
| 96 | float4 effect = tex2D(_GlobalEffectRT, uv); | |
| 97 | ||
| 98 | // mask to prevent bleeding | |
| 99 | effect *= smoothstep(0.99, 0.9, uv.x) * smoothstep(0.99, 0.9,1- uv.x); | |
| 100 | effect *= smoothstep(0.99, 0.9, uv.y) * smoothstep(0.99, 0.9,1- uv.y); | |
| 101 | ||
| 102 | // worldspace Noise texture | |
| 103 | float3 topdownNoise = tex2D(_Noise, IN.worldPos.xz * _NoiseScale).rgb; | |
| 104 | ||
| 105 | // worldspace Snow texture | |
| 106 | float3 snowtexture = tex2D(_MainTex, IN.worldPos.xz * _SnowTextureScale).rgb; | |
| 107 | ||
| 108 | //lerp between snow color and snow texture | |
| 109 | float3 snowTex = lerp(_Color.rgb,snowtexture * _Color.rgb, _SnowTextureOpacity); | |
| 110 | ||
| 111 | //lerp the colors using the RT effect path | |
| 112 | float3 path = lerp(_PathColorOut.rgb * effect.g, _PathColorIn.rgb, saturate(effect.g * _PathBlending)); | |
| 113 | float3 mainColors = lerp(snowTex,path, saturate(effect.g)); | |
| 114 | ||
| 115 | // lighting and shadow information | |
| 116 | float shadow = 0; | |
| 117 | half4 shadowCoord = TransformWorldToShadowCoord(IN.worldPos); | |
| 118 | ||
| 119 | #if _MAIN_LIGHT_SHADOWS_CASCADE || _MAIN_LIGHT_SHADOWS | |
| 120 | Light mainLight = GetMainLight(shadowCoord); | |
| 121 | shadow = mainLight.shadowAttenuation; | |
| 122 | #else | |
| 123 | Light mainLight = GetMainLight(); | |
| 124 | #endif | |
| 125 | ||
| 126 | // extra point lights support | |
| 127 | float3 extraLights; | |
| 128 | int pixelLightCount = GetAdditionalLightsCount(); | |
| 129 | for (int j = 0; j < pixelLightCount; ++j) {
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| 130 | Light light = GetAdditionalLight(j, IN.worldPos, half4(1, 1, 1, 1)); | |
| 131 | float3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); | |
| 132 | extraLights += attenuatedLightColor; | |
| 133 | } | |
| 134 | ||
| 135 | float4 litMainColors = float4(mainColors,1) ; | |
| 136 | extraLights *= litMainColors.rgb; | |
| 137 | // add in the sparkles | |
| 138 | float sparklesStatic = tex2D(_SparkleNoise, IN.worldPos.xz * _SparkleScale).r; | |
| 139 | float cutoffSparkles = step(_SparkCutoff,sparklesStatic); | |
| 140 | litMainColors += cutoffSparkles *saturate(1- (effect.g * 2)) * 4; | |
| 141 | ||
| 142 | ||
| 143 | // add rim light | |
| 144 | half rim = 1.0 - dot((IN.viewDir), IN.normal) * topdownNoise; | |
| 145 | litMainColors += _RimColor * pow(abs(rim), _RimPower); | |
| 146 | ||
| 147 | // ambient and mainlight colors added | |
| 148 | half4 extraColors; | |
| 149 | extraColors.rgb = litMainColors.rgb * mainLight.color.rgb * (shadow + unity_AmbientSky.rgb); | |
| 150 | extraColors.a = 1; | |
| 151 | ||
| 152 | // colored shadows | |
| 153 | float3 coloredShadows = (shadow + (_ShadowColor.rgb * (1-shadow))); | |
| 154 | litMainColors.rgb = litMainColors.rgb * mainLight.color * (coloredShadows); | |
| 155 | // everything together | |
| 156 | float4 final = litMainColors+ extraColors + float4(extraLights,0); | |
| 157 | // add in fog | |
| 158 | final.rgb = MixFog(final.rgb, IN.fogFactor); | |
| 159 | return final; | |
| 160 | ||
| 161 | } | |
| 162 | ENDHLSL | |
| 163 | ||
| 164 | } | |
| 165 | ||
| 166 | // casting shadows is a little glitchy, I've turned it off, but maybe in future urp versions it works better? | |
| 167 | // Shadow Casting Pass | |
| 168 | // Pass | |
| 169 | // {
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| 170 | // Name "ShadowCaster" | |
| 171 | // Tags { "LightMode" = "ShadowCaster" }
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| 172 | // ZWrite On | |
| 173 | // ZTest LEqual | |
| 174 | // Cull Off | |
| 175 | ||
| 176 | // HLSLPROGRAM | |
| 177 | // #pragma target 3.0 | |
| 178 | ||
| 179 | // // Support all the various light ypes and shadow paths | |
| 180 | // #pragma multi_compile_shadowcaster | |
| 181 | ||
| 182 | // // Register our functions | |
| 183 | ||
| 184 | // #pragma fragment frag | |
| 185 | // // A custom keyword to modify logic during the shadow caster pass | |
| 186 | ||
| 187 | // half4 frag(Varyings IN) : SV_Target{
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| 188 | // return 0; | |
| 189 | // } | |
| 190 | ||
| 191 | // ENDHLSL | |
| 192 | // } | |
| 193 | } | |
| 194 | } |