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Shader "Custom/VertexColorWave" { | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color("Main Color", Color) = (0.2, 0.5, 1.0) | |
_Speed("Speed", Range(0.01, 10)) = 1 | |
_TrianglesScale("Triangles Scale", Range(0.01, 10)) = 1 | |
_RangeScale("Range Scale", Range(0.01, 10)) = 1 | |
_Center("Center", Vector) = (0.0, -1.0, 3.0, 1.0) | |
_Radius("Radius", Range(0.0, 1000)) = 0 | |
_PointSize("Point Size", Float) = 5.0 | |
_WaveScaleW("Wave Scale Width", Range(0.0, 1.0)) = 0.1 | |
_WaveScaleH("Wave Scale Height", Range(0.0, 1.0)) = 0.1 | |
_WaveDecay("Wave Decay", Range(0.0, 1.0)) = 0.1 | |
_ZoomScale("Zoom Scale", Range(0.0, 1.0)) = 0.1 | |
//_RotateScale("Rotate Scale", Range(0.0, 1.0)) = 0.1 | |
_BaseColor ("Base Color", Color) = (0.0, 1.0, 0.0) | |
_WaveFactorX("Wave Factor X", Range(0.0, 2.0)) = 0.0 | |
_WaveFactorY("Wave Factor Y", Range(0.0, 2.0)) = 0.0 | |
_WaveFactorZ("Wave Factor Z", Range(0.0, 2.0)) = 0.0 | |
//_WaveCorrection("Wave Correction", float) = 0.3 | |
//_Pitch("Wave Pitch", float) = 1.0 | |
//_Delay("Delay by Distance", float) = 0.02 | |
//_Bend("Bend", float) = 0.3 | |
//_MainTex ("Base (RGB)", 2D) = "white" {} | |
_SpectrumVolume("SpectrumVolume", Range(0.0, 2.0)) = 0.0 | |
} | |
SubShader | |
{ | |
//Tags{ "RenderType" = "Opaque" } | |
Tags { "RenderType" = "Transparent" "Queue"="Transparent" } | |
Blend SrcAlpha OneMinusSrcAlpha | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#define PI 3.14159265358979 | |
//#define reciproce_sqrt3 0.57735026918962576450914878050196 | |
sampler2D _MainTex; | |
half3 _Color; | |
float _Speed; | |
float _TrianglesScale; | |
float _RangeScale; | |
float4 _Center; | |
float _Radius; | |
float _PointSize; | |
float _WaveScaleW; | |
float _WaveScaleH; | |
float _WaveDecay; | |
float _ZoomScale; | |
// float _RotateScale; | |
float _WaveFactorX; | |
float _WaveFactorZ; | |
float _WaveFactorY; | |
// float _WaveCorrection; | |
// float _Pitch; | |
// float _Delay; | |
// float _Bend; | |
float _SpectrumVolume; | |
float4 _BaseColor; | |
float4x4 depthCameraTUnityWorld; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float4 color: COLOR; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float4 uv : TEXCOORD0; | |
float4 color: COLOR; | |
float size : PSIZE; | |
}; | |
//Wave Effect | |
float4 wave(float4 vertex) | |
{ | |
float bend = sin((PI * _Time * 1000 / 45 + length(vertex.xz)) / _WaveScaleW) * _WaveDecay / length(vertex.xz); | |
vertex.y += _SpectrumVolume * _WaveScaleH * bend; | |
return vertex; | |
} | |
//Zoom Effect | |
float4 zoom(float4 vertex) | |
{ | |
float zoom = _SpectrumVolume * 10; | |
vertex.xyz += _ZoomScale * zoom * vertex.xyz; | |
return vertex; | |
} | |
v2f vert(appdata v) | |
{ | |
//Wave Effect | |
v.vertex = wave(v.vertex); | |
//Zoom Effect | |
v.vertex = zoom(v.vertex); | |
v2f o; | |
//ローカル座標系→ワールド座標系→ビュー座標系→プロジェクション座標系へ変換 | |
//Transform local coordinate to projection coordinate | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
//ローカル座標系→ワールド座標系へ変換 | |
//Transform local coordinate to world coordinate | |
o.uv = mul(unity_ObjectToWorld, v.vertex); | |
//o.uv = v.uv; | |
o.color = v.color; | |
//o.color = mul(depthCameraTUnityWorld, v.vertex); | |
o.size = _PointSize; | |
//ローカル座標系→ビュー座標系へ変換 | |
//Transform local coordinate to view coordinate | |
float4 view = mul(UNITY_MATRIX_MV, v.vertex); | |
//ビュー座標の深度に応じてPointサイズ変更 | |
//Change point size based on depth | |
//o.size = 20 / fmod(length(mul(depthCameraTUnityWorld, view).xyz), 10); | |
if(o.size > 20) | |
o.size = 20; | |
return o; | |
} | |
//float planeDistance = 0.2; | |
//float offset; | |
float r(float n) | |
{ | |
return frac(abs(sin(n*55.753)*367.34)); | |
} | |
float r(float2 n) | |
{ | |
return r(dot(n, float2(2.46, -1.21))); | |
} | |
float3 trianglesColor(float3 pos) | |
{ | |
float variant = _Radius; //_Time.y; | |
float a = (radians(60.0)); | |
float zoom = 0.125; | |
float2 c = (pos.xy + float2(0.0, pos.z)) * float2(sin(a), 1.0) / _TrianglesScale;//scaled coordinates | |
c = ((c + float2(c.y, 0.0)*cos(a)) / zoom) + float2(floor((c.x - c.y*cos(a)) / zoom*4.0) / 4.0, 0.0);//Add rotations | |
float type = (r(floor(c*4.0))*0.2 + r(floor(c*2.0))*0.3 + r(floor(c))*0.5);//Randomize type | |
type += 0.3 * sin(variant*5.0*type); | |
float l = min(min((1.0 - (2.0 * abs(frac((c.x - c.y)*4.0) - 0.5))), | |
(1.0 - (2.0 * abs(frac(c.y * 4.0) - 0.5)))), | |
(1.0 - (2.0 * abs(frac(c.x * 4.0) - 0.5)))); | |
l = smoothstep(0.06, 0.04, l); | |
return lerp(type, l, 0.3); | |
} | |
//--------------------------------------------------------------- | |
// Material | |
// | |
// Defines the material (colors, shading, pattern, texturing) of the model | |
// at every point based on its position and normal. In this case, it simply | |
// returns a constant yellow color. | |
//------------------------------------------------------------------------ | |
float3 doMaterial(in float4 vertex, in float4 center, in float4 color) | |
{ | |
float3 pos = vertex.xyz; | |
float3 midPos = center.xyz; | |
//float d = length(pos.xz - midPos.xz) + pos.y - midPos.y; | |
float d = length(pos - midPos); | |
d /= _RangeScale; | |
float border = fmod(_Time.y * _Speed, _SpectrumVolume * 10); | |
// Small rim | |
float3 c = float3(1.0, 1.0, 1.0) * smoothstep(border - 0.4, border, d); | |
// Small triangle slightly after front | |
c += trianglesColor(pos) * smoothstep(border - 0.4, border - 0.6, d); | |
// Cutoff front | |
c *= smoothstep(border, border - 0.05, d); | |
// Cutoff back | |
c *= smoothstep(border - 3.0, border - 0.5, d); | |
// fade out | |
c *= smoothstep(5.0, 4.0, border); | |
return color.rgb * 0.7 + _BaseColor * 0.2 + mul(depthCameraTUnityWorld, vertex) * c * 0.3; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
return float4(doMaterial(i.uv, _Center, i.color), 1.0); | |
// float4 tex = tex2D(_MainTex, i.uv); | |
// | |
// float3 color = doMaterial(tex, _Center, i.color); | |
// //float alpha = pow(max(0,dot(In.viewDir,In.normal)),3); | |
// | |
// tex.rgb *= color; | |
// tex.a *= i.color.a; | |
// return tex; | |
} | |
ENDCG | |
} | |
} | |
} | |
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