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Cancerspace.shader
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Cancerspace.shader
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Shader "RedMage/Cancerspace" {
Properties {
[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 8
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
_ColorMask ("Color Mask", Int) = 15
_StencilRef ("Ref", Int) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Compare Function", Int) = 8
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Pass Operation", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Fail Operation", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("ZFail Operation", Int) = 0
_StencilReadMask ("Read Mask", Int) = 255
_StencilWriteMask ("Write Mask", Int) = 255
[Enum(Flat, 0, Sphere, 1, Mesh, 2, Walls, 3, Triplanar, 4)] _ProjectionType ("Projection Type", Int) = 0
_ProjectionRotX ("Rotation X", Range(-360, 360)) = 0
_ProjectionRotY ("Rotation Y", Range(-360, 360)) = 0
_ProjectionRotZ ("Rotation Z", Range(-360, 360)) = 0
_Puffiness ("Puffiness", Float) = 0
_ObjectPositionX ("Object Position X", Float) = 0
_ObjectPositionY ("Object Position Y", Float) = 0
_ObjectPositionZ ("Object Position Z", Float) = 0
_ObjectPositionA ("Object Position A", Float) = 0
_ObjectRotationX ("Object Rotation X", Float) = 0
_ObjectRotationY ("Object Rotation Y", Float) = 0
_ObjectRotationZ ("Object Rotation Z", Float) = 0
_ObjectRotationA ("Object Rotation A", Float) = 0
_ObjectScaleX ("Object Scale X", Float) = 1
_ObjectScaleY ("Object Scale Y", Float) = 1
_ObjectScaleZ ("Object Scale Z", Float) = 1
_ObjectScaleA ("Object Scale A", Float) = 1
_MinFalloff ("Min Falloff", Float) = 30
_MaxFalloff ("Max Falloff", Float) = 60
[Enum(Sharp, 0, Linear, 1, Smooth, 2)] _FalloffCurve ("Curve", Int) = 0
[Toggle(_)] _DepthFalloff ("Camera Depth Falloff", Int) = 0
_DepthMinFalloff ("Min Distance", Float) = 30
_DepthMaxFalloff ("Max Distance", Float) = 60
[Enum(Sharp, 0, Linear, 1, Smooth, 2)] _DepthFalloffCurve ("Curve", Int) = 2
[Toggle(_)] _ColorFalloff ("Vertex-Color Falloff", Int) = 0
_ColorMinFalloff ("Min Falloff", Range(0, 1)) = 0
_ColorMaxFalloff ("Max Falloff", Range(0, 1)) = 1
[Enum(Sharp, 0, Linear, 1, Smooth, 2)] _ColorFalloffCurve ("Curve", Int) = 2
[Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _ColorChannelForFalloff ("Color Channel to use", Int) = 3
_BlurRadius ("Blur Radius", Range(0, 50)) = 0
_BlurSampling ("Blur Sampling", Range(1, 5)) = 1
[Toggle(_)] _AnimatedSampling ("Animated Sampling", Float) = 1
_Zoom ("Zoom", Range(-10, 10)) = 1
[PowerSlider(2.0)] _Pixelation ("Pixelation", Range(0, 1)) = 0
[PowerSlider(2.0)] _XWobbleAmount ("X Amount", Range(0,1)) = 0
[PowerSlider(2.0)] _YWobbleAmount ("Y Amount", Range(0,1)) = 0
[PowerSlider(2.0)] _XWobbleTiling ("X Tiling", Range(0,3.141592653589793238)) = 0.1
[PowerSlider(2.0)] _YWobbleTiling ("Y Tiling", Range(0,3.141592653589793238)) = 0.1
[PowerSlider(2.0)] _XWobbleSpeed ("X Speed", Range(0, 100)) = 100
[PowerSlider(2.0)] _YWobbleSpeed ("Y Speed", Range(0, 100)) = 100
[Enum(Normal, 0, Melt, 1)] _DistortionType ("Distortion Type", Int) = 0
[Enum(Screen, 0, Overlay, 1, Both, 2)] _DistortionTarget ("Target", Int) = 0
_BumpMap ("Distortion Map (Normal)", 2D) = "bump" {}
_MeltMap ("Melt Map", 2D) = "white" {}
_DistortionMapRotation ("Map Rotation", Range(0, 360)) = 0
_MeltActivationScale ("Activation _Time Scale", Range(0, 3)) = 1
_MeltController ("Controller", Range(0, 3)) = 0
_DistortionAmplitude ("Amplitude", Range(-1, 1)) = 0.0
_DistortionRotation ("Direction Rotation", Range(0, 360)) = 0
_BumpMapScrollSpeedX ("Scroll Speed X", Range(-2, 2)) = 0
_BumpMapScrollSpeedY ("Scroll Speed Y", Range(-2, 2)) = 0
[Toggle(_)] _DistortFlipbook ("Flipbook", Int) = 0
_DistortFlipbookTotalFrames ("Total Frames", Int) = 0
_DistortFlipbookFPS ("Frames per second", Float) = 1
_DistortFlipbookStartFrame ("Start Frame", Int) = 0
_DistortFlipbookColumns ("Columns", Int) = 20
_DistortFlipbookRows ("Rows", Int) = 20
[PowerSlider(2.0)] _XShake ("X Shake", Range(0, 1)) = 0
[PowerSlider(2.0)] _YShake ("Y Shake", Range(0, 1)) = 0
_XShakeSpeed ("X Shake Speed", Range(0, 300)) = 200
_YShakeSpeed ("Y Shake Speed", Range(0, 300)) = 300
_ShakeAmplitude ("Shake Amplitude", Range(0, 2)) = 1
[Enum(Image, 0, Flipbook, 1, Cubemap, 2)] _OverlayImageType ("Overlay Type", Int) = 0
[Enum(Clamp, 0, Repeat, 1, Screen, 2)] _OverlayBoundaryHandling ("Boundary Handling", Int) = 1
[Toggle(_)] _PixelatedSampling ("Pixelate", Int) = 0
_MainTex ("Image Overlay", 2D) = "white" {}
_MainTexRotation ("Rotation", Range(0, 360)) = 0
_MainTexScrollSpeedX ("Scroll Speed X", Range(-2, 2)) = 0
_MainTexScrollSpeedY ("Scroll Speed Y", Range(-2, 2)) = 0
[NoScaleOffset] _OverlayCubemap ("Cubemap Overlay", Cube) = "white" {}
[HDR] _OverlayColor ("Overlay Color", Color) = (1,1,1,1)
_FlipbookTotalFrames ("Total Frames", Int) = 0
_FlipbookFPS ("Frames per second", Float) = 1
_FlipbookStartFrame ("Start Frame", Int) = 0
_FlipbookColumns ("Columns", Int) = 20
_FlipbookRows ("Rows", Int) = 20
_OverlayCubemapRotationX ("Rotation X", Range(0, 360)) = 0
_OverlayCubemapRotationY ("Rotation Y", Range(0, 360)) = 0
_OverlayCubemapRotationZ ("Rotation Z", Range(0, 360)) = 0
_OverlayCubemapSpeedX ("Rotation Speed X", Range(-360, 360)) = 0
_OverlayCubemapSpeedY ("Rotation Speed Y", Range(-360, 360)) = 0
_OverlayCubemapSpeedZ ("Rotation Speed Z", Range(-360, 360)) = 0
_BlendAmount ("Opacity", Range(0,1)) = 0.5
_BlendMode ("Blend Mode", Int) = 0
_HueAdd ("Hue Add", Range(-1, 1)) = 0
_SaturationAdd ("Saturation Add", Range(-1, 1)) = 0
_ValueAdd ("Value Add", Range(-1, 1)) = 0
_HueMultiply ("Hue Multiply", Range(-40, 40)) = 1
_SaturationMultiply ("Saturation Multiply", Range(0, 1)) = 1
_ValueMultiply ("Value Multiply", Range(0, 5)) = 1
_InversionAmount ("Inversion Amount", Range(0,1)) = 0
[HDR] _Color ("Screen Color", Color) = (1,1,1,1)
_ScreenColorBlendMode ("Screen Color Blend Mode", Int) = 0
[Toggle(_)] _Burn ("Color Burning", Int) = 0
_BurnLow ("Color Burn Low", Range(-5, 5)) = 0
_BurnHigh ("Color Burn High", Range(-5, 5)) = 1
[Enum(Clamp, 0, Repeat, 1, Overlay, 2)] _ScreenBoundaryHandling ("Screen Boundary Handling", Int) = 0
[Toggle(_)] _ScreenReprojection ("Screen Reprojection", Int) = 0
_ScreenXOffsetR ("Screen X Offset (Red)", Range(-1, 1)) = 0
_ScreenXOffsetG ("Screen X Offset (Green)", Range(-1, 1)) = 0
_ScreenXOffsetB ("Screen X Offset (Blue)", Range(-1, 1)) = 0
_ScreenXOffsetA ("Screen X Offset (All)", Range(-1, 1)) = 0
_ScreenYOffsetR ("Screen Y Offset (Red)", Range(-1, 1)) = 0
_ScreenYOffsetG ("Screen Y Offset (Green)", Range(-1, 1)) = 0
_ScreenYOffsetB ("Screen Y Offset (Blue)", Range(-1, 1)) = 0
_ScreenYOffsetA ("Screen Y Offset (All)", Range(-1, 1)) = 0
_ScreenXMultiplierR ("Screen X Multiplier (Red)", Range(-5, 5)) = 1
_ScreenXMultiplierG ("Screen X Multiplier (Green)", Range(-5, 5)) = 1
_ScreenXMultiplierB ("Screen X Multiplier (Blue)", Range(-5, 5)) = 1
_ScreenXMultiplierA ("Screen X Multiplier (All)", Range(-5, 5)) = 1
_ScreenYMultiplierR ("Screen Y Multiplier (Red)", Range(-5, 5)) = 1
_ScreenYMultiplierG ("Screen Y Multiplier (Green)", Range(-5, 5)) = 1
_ScreenYMultiplierB ("Screen Y Multiplier (Blue)", Range(-5, 5)) = 1
_ScreenYMultiplierA ("Screen Y Multiplier (All)", Range(-5, 5)) = 1
_ScreenRotationAngle ("Screen Rotation Angle", Range(-360, 360)) = 0
[Toggle(_)] _ParticleSystem ("Is on Particle System?", Float) = 0
[Toggle(_)] _LifetimeFalloff ("Lifetime Falloff", Int) = 0
[Enum(Sharp, 0, Linear, 1, Smooth, 2)] _LifetimeFalloffCurve ("Curve", Int) = 1
_LifetimeMinFalloff ("Min Falloff", Range(0,1)) = 0
_LifetimeMaxFalloff ("Max Falloff", Range(0,1)) = 1
_DistortionMask ("Distortion Mask", 2D) = "white" {}
_DistortionMaskOpacity ("Opacity", Range(0, 1)) = 1
_OverlayMask ("Overlay Mask", 2D) = "white" {}
_OverlayMaskOpacity ("Opacity", Range(0, 1)) = 1
_OverallEffectMask ("Entire Effect Mask", 2D) = "white" {}
_OverallEffectMaskOpacity ("Opacity", Range(0, 1)) = 1
_OverallAmplitudeMask ("Entire Effect Amplitude Mask", 2D) = "white" {}
_OverallAmplitudeMaskOpacity ("Opacity", Range(0, 1)) = 1
_OverallEffectMaskBlendMode ("Blend Mode", Int) = 9
[Enum(Normal, 0, No Reflection, 1, Render Only In Mirror, 2)] _MirrorMode ("Mirror Reflectance", Int) = 0
[Enum(Both, 0, Left, 1, Right, 2)] _EyeSelector ("Eye Discrimination", Int) = 0
[Enum(Both, 0, Desktop, 1, VR, 2)] _PlatformSelector ("Platform Discrimination", Int) = 0
}
SubShader {
Tags { "Queue" = "Transparent+3" }
Stencil {
Ref [_StencilRef]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
Cull [_CullMode]
ZTest [_ZTest]
ZWrite [_ZWrite]
ColorMask [_ColorMask]
GrabPass { "_Garb" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 uv : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 color : COLOR;
};
struct v2f {
float4 pos : SV_POSITION;
float3 posWorld : TEXCOORD0;
float4 projPos : TEXCOORD1;
float4 depthPos : TEXCOORD2;
float3 cubemapSampler : TEXCOORD3;
float4 uv : TEXCOORD4;
float4 worldDir : TEXCOORD5;
float4 color : TEXCOORD6;
};
#include "CGInclude/CSProps.cginc"
sampler2D _Garb;
float4 _Garb_TexelSize;
#include "CGInclude/CSEnums.cginc"
#include "CGInclude/CSBlending.cginc"
#include "CGInclude/CSUV.cginc"
#include "CGInclude/CSTransform.cginc"
#include "CGInclude/CSDepth.cginc"
#include "CGInclude/CSDiscriminate.cginc"
#include "CGInclude/CSFalloff.cginc"
float2 hash23(float3 p) {
if (_AnimatedSampling) p.z += frac(_Time.z) * 4;
p = frac(p * float3(400, 450, .1));
p += dot(p, p.yzx + 20);
return frac((p.xx + p.yz) * p.zy);
}
float2 calculateUVsWithFlipbookParameters(float2 uv, float2 distortion, bool pixelated, bool flipbook, float4 texelSizes, float startFrame, float fps, float totalFrames, float2 cr, float uvRot, float2 uvScrollSpeed, float4 uvST, int boundaryHandling) {
float currentFrame = 0;
float2 invCR = 1;
float2 res = texelSizes.zw, invRes = texelSizes.xy;
if (flipbook) {
currentFrame = floor(fmod(startFrame + fmod(_Time.y * fps, totalFrames), totalFrames));
invCR = 1 / cr;
res *= invCR;
invRes *= cr;
}
if (pixelated) uv = pixelateSamples(res, invRes, uv);
if (_DistortionTarget == DISTORT_TARGET_OVERLAY || _DistortionTarget == DISTORT_TARGET_BOTH) uv += distortion;
uv -= .5;
uv = mul(createRotationMatrix(uvRot), uv);
uv = uv * uvST.xy + uvST.zw + .5;
switch (boundaryHandling) {
case BOUNDARYMODE_CLAMP:
uv = saturate(uv);
break;
case BOUNDARYMODE_REPEAT:
uv = frac(uv + frac(_Time.yy * uvScrollSpeed));
break;
}
if (flipbook) {
float row = floor(currentFrame * invCR.x);
float2 offset = float2(currentFrame - row * cr.x, cr.y - row - 1);
uv = frac((uv + offset) * invCR);
}
return uv;
}
fixed calculateFalloffAmplitude(float dist, float2 screenUV, float4 color, float depth, float particleAge01) {
screenUV -= .5;
fixed4 amplitudeMaskContribution = tex2Dlod(_OverallAmplitudeMask, float4(TRANSFORM_TEX(screenUV, _OverallAmplitudeMask) + .5, 0, 0));
fixed ageContribution = 1;
if (_LifetimeFalloff) {
ageContribution = calculateEffectAmplitudeFromFalloff(particleAge01, _LifetimeFalloffCurve, _LifetimeMinFalloff, _LifetimeMaxFalloff);
}
fixed depthContribution = 1;
if (_DepthFalloff && depth != -1234) {
depthContribution = calculateEffectAmplitudeFromFalloff(depth, _DepthFalloffCurve, _DepthMinFalloff, _DepthMaxFalloff);
}
fixed colorContribution = 1;
if (_ColorFalloff) {
colorContribution = calculateEffectAmplitudeFromFalloff(color[_ColorChannelForFalloff], _ColorFalloffCurve, _ColorMinFalloff, _ColorMaxFalloff);
}
return calculateEffectAmplitudeFromFalloff(dist, _FalloffCurve, _MinFalloff, _MaxFalloff) * amplitudeMaskContribution.r * amplitudeMaskContribution.a * _OverallAmplitudeMaskOpacity * depthContribution * ageContribution * colorContribution;
}
float2 calculateDistortion(float falloffAmplitude, float2 screenSpaceOverlayUV) {
float2 distortion = 0;
UNITY_BRANCH switch (_DistortionType) {
case DISTORT_NORMAL:
{
float2 distortionUV = calculateUVsWithFlipbookParameters(
screenSpaceOverlayUV,
0,
false,
_DistortFlipbook,
_BumpMap_TexelSize,
_DistortFlipbookStartFrame,
_DistortFlipbookFPS,
_DistortFlipbookTotalFrames,
float2(_DistortFlipbookColumns, _DistortFlipbookRows),
_DistortionMapRotation,
_BumpMapScrollSpeed,
_BumpMap_ST,
BOUNDARYMODE_REPEAT);
distortion = UnpackNormal(tex2Dlod(_BumpMap, float4(distortionUV, 0, 0))).xy * _DistortionAmplitude;
}
break;
case DISTORT_MELT:
{
float2 distortionUV = calculateUVsWithFlipbookParameters(
screenSpaceOverlayUV,
0,
false,
_DistortFlipbook,
_MeltMap_TexelSize,
_DistortFlipbookStartFrame,
_DistortFlipbookFPS,
_DistortFlipbookTotalFrames,
float2(_DistortFlipbookColumns, _DistortFlipbookRows),
_DistortionMapRotation,
0,
_MeltMap_ST,
BOUNDARYMODE_REPEAT);
float4 meltVal = tex2Dlod(_MeltMap, float4(distortionUV, 0, 0));
float2 motionVector = normalize(2 * meltVal.rg - 1);
float activation_Time = meltVal.b * _MeltActivationScale;
float speed = meltVal.a * _DistortionAmplitude;
if (_MeltController >= activation_Time) {
distortion = ((_MeltController - activation_Time) * speed) * motionVector;
}
}
break;
}
distortion *= falloffAmplitude * _DistortionMaskOpacity * tex2Dlod(_DistortionMask, float4((TRANSFORM_TEX((screenSpaceOverlayUV - .5), _DistortionMask) + .5), 0, 0)).r;
distortion = mul(createRotationMatrix(_DistortionRotation), distortion);
return distortion;
}
float4 calculateOverlayColor(float2 screenSpaceOverlayUV, float2 distortion, float3 cubemapSampler) {
float4 color = 0;
UNITY_BRANCH switch (_OverlayImageType) {
case OVERLAY_IMAGE:
case OVERLAY_FLIPBOOK:
{
float2 uv = calculateUVsWithFlipbookParameters(
screenSpaceOverlayUV,
distortion,
_PixelatedSampling,
_OverlayImageType == OVERLAY_FLIPBOOK,
_MainTex_TexelSize,
_FlipbookStartFrame,
_FlipbookFPS,
_FlipbookTotalFrames,
float2(_FlipbookColumns, _FlipbookRows),
_MainTexRotation,
_MainTexScrollSpeed,
_MainTex_ST,
_OverlayBoundaryHandling);
if (_OverlayBoundaryHandling == BOUNDARYMODE_SCREEN && (saturate(uv.x) != uv.x || saturate(uv.y) != uv.y)) {
return 0;
} else {
return tex2Dlod(_MainTex, float4(uv, 0, 0)) * _OverlayColor;
}
}
case OVERLAY_CUBEMAP:
return texCUBE(_OverlayCubemap, cubemapSampler) * _OverlayColor;
default:
return 0;
}
}
v2f vert (appdata v) {
v2f o;
float2 uv = v.uv.xy;
float3 particleCenter = float3(v.uv.zw, v.uv2.x);
float particleAge01 = v.uv2.y;
bool inMirror = isInMirror();
bool noRender =
_MirrorMode == MIRROR_DISABLE && inMirror
|| _MirrorMode == MIRROR_ONLY && !inMirror
#if defined(USING_STEREO_MATRICES)
|| _PlatformSelector == PLATFORM_DESKTOP
|| _EyeSelector == EYE_LEFT && !isEye(0, inMirror)
|| _EyeSelector == EYE_RIGHT && !isEye(1, inMirror)
#else
|| _PlatformSelector == PLATFORM_VR
#endif
;
if (noRender) {
v.vertex.xyz = 1.0e25;
o = (v2f) 0;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
v.vertex.xyz = rotateXYZ(v.vertex.xyz, _ObjectRotation);
v.vertex.xyz *= _ObjectScale;
v.vertex.xyz += _Puffiness * v.normal;
v.vertex.xyz += _ObjectPosition;
o.posWorld = mul(unity_ObjectToWorld, v.vertex).xyz;
float4 vertexIntended = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeGrabScreenPos(vertexIntended);
o.depthPos = ComputeScreenPos(vertexIntended);
o.worldDir.xyz = o.posWorld - _WorldSpaceCameraPos;
o.worldDir.w = dot(vertexIntended, CalculateFrustumCorrection());
float4 viewPos = float4(UnityWorldToViewPos(float4(o.posWorld, 1)), 1);
float distanceForFalloff = 0;
if (_ParticleSystem) {
distanceForFalloff = distance(_WorldSpaceCameraPos, particleCenter);//mul(unity_ObjectToWorld, float4(particleCenter, 1)).xyz);
} else {
distanceForFalloff = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz);
}
UNITY_BRANCH if (!_ScreenReprojection) {
int projectionType = _ProjectionType;
if (projectionType == PROJECTION_TRIPLANAR) projectionType = PROJECTION_FLAT;
float2 screenUV = calculateScreenUVs(
_ProjectionType,
rotateProjectionWorld(o.posWorld, _ProjectionRot),
v.uv,
0,
0,
_Garb_TexelSize.zw
);
float rotation = calculateFalloffAmplitude(distanceForFalloff, screenUV, v.color, -1234, particleAge01) * _ScreenRotationAngle;
viewPos.xy = rotate(viewPos.xy, rotation);
o.posWorld = rotateAxis(o.posWorld, UNITY_MATRIX_IT_MV[2].xyz, rotation);
}
o.pos = UnityViewToClipPos(viewPos);
o.cubemapSampler = rotateXYZ(o.posWorld - _WorldSpaceCameraPos, _OverlayCubemapRotation + fmod(_Time.y * _OverlayCubemapSpeed, 360));
o.uv.xy = v.uv.xy;
o.uv.z = distanceForFalloff;
o.uv.w = particleAge01;
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float timeCircularMod = fmod(_Time.y, UNITY_TWO_PI);
float3 viewVec = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz - _WorldSpaceCameraPos;
float effectDistance = i.uv.z;
float particleAge01 = i.uv.w;
float depth = calculateCameraDepth(i.depthPos.xy, i.worldDir, rcp(i.pos.w));
float VRFix = 1;
#if defined(USING_STEREO_MATRICES)
VRFix = .5;
#endif
float3 triplanarWorld = depth * normalize(i.posWorld - _WorldSpaceCameraPos) + _WorldSpaceCameraPos;
float3 triplanarNormal;
if (isInMirror()) triplanarNormal = cross(ddx(triplanarWorld), ddy(triplanarWorld));
else triplanarNormal = cross(-ddx(triplanarWorld), ddy(triplanarWorld));
triplanarNormal = normalize(triplanarNormal);
float2 screenSpaceOverlayUV = calculateScreenUVs(
_ProjectionType,
rotateProjectionWorld(i.posWorld, _ProjectionRot),
i.uv.xy,
triplanarWorld,
triplanarNormal,
_Garb_TexelSize.zw
);
fixed allAmp = calculateFalloffAmplitude(effectDistance, screenSpaceOverlayUV, i.color, depth, particleAge01);
float2 distortion = calculateDistortion(allAmp, screenSpaceOverlayUV);
float4 color = calculateOverlayColor(screenSpaceOverlayUV, distortion, i.cubemapSampler);
float2 grabUV = _ScreenReprojection ? screenSpaceOverlayUV : (i.projPos.xy / i.projPos.w);
float3 originPos = ComputeGrabScreenPos(UnityObjectToClipPos(float4(0,0,0,1))).xyw;
originPos.xy /= originPos.z;
if (distance(originPos.xy, saturate(originPos.xy)) == 0) {
grabUV -= originPos.xy;
_Zoom = lerp(1, _Zoom, saturate(-dot(normalize(viewVec), UNITY_MATRIX_V[2].xyz)));
grabUV *= lerp(1, _Zoom, allAmp);
grabUV += originPos.xy;
}
_Pixelation *= allAmp;
if (_Pixelation > 0) grabUV = floor(grabUV / _Pixelation) * _Pixelation;
float2 displace = _Shake * sin(timeCircularMod * _ShakeSpeed) * _ShakeAmplitude;
displace += _WobbleAmount * sin(timeCircularMod * _WobbleSpeed + i.pos.xy * _WobbleTiling);
if (_DistortionTarget == DISTORT_TARGET_SCREEN || _DistortionTarget == DISTORT_TARGET_BOTH) displace += distortion;
grabUV += allAmp * displace * float2(VRFix, 1);
float4 grabCol = float4(0, 0, 0, 1);
UNITY_LOOP for (int blurPass = 0; blurPass < _BlurSampling; ++blurPass) {
float2 blurNoiseRand = hash23(float3(grabUV, (float) blurPass));
float s, c;
sincos(blurNoiseRand.x * UNITY_TWO_PI, s, c);
// FIXME: does this line need VRFix? i think it might.
float2 sampleUV = grabUV + (blurNoiseRand.y * allAmp * _BlurRadius * float2(s, c)) / (_Garb_TexelSize.zw);
float4 col;
UNITY_UNROLL for (int j = 0; j < 3; ++j) {
float2 multiplier = float2(_ScreenXMultiplier[j] * _ScreenXMultiplier.a, _ScreenYMultiplier[j] * _ScreenYMultiplier.a);
float2 shift = float2(_ScreenXOffset[j] + _ScreenXOffset.a, _ScreenYOffset[j] + _ScreenYOffset.a);
shift.x *= VRFix;
float2 uv = sampleUV - .5;
UNITY_BRANCH if (_ScreenReprojection) {
uv = rotate(uv, _ScreenRotationAngle * allAmp);
}
uv = lerp(uv, shift + multiplier * uv, allAmp) + .5;
switch (_ScreenBoundaryHandling) {
case BOUNDARYMODE_CLAMP:
/*
* technically not necessary since this should happen automatically,
* but I feel better about it by explicitly making sure it happens.
*/
uv = saturate(uv);
break;
case BOUNDARYMODE_REPEAT:
uv = frac(uv);
break;
}
if (_ScreenBoundaryHandling == BOUNDARYMODE_OVERLAY && (saturate(uv.x) != uv.x || saturate(uv.y) != uv.y)) {
col[j] = color[j];
} else {
UNITY_BRANCH if (_ScreenReprojection) {
col[j] = tex2D(_Garb, uv * float2(VRFix, 1))[j];
} else {
col[j] = tex2D(_Garb, uv)[j];
}
}
}
grabCol = lerp(grabCol, col, 1 / (float) (blurPass + 1));
}
float3 hsv = rgb2hsv(grabCol.rgb) * _HSVMultiply + _HSVAdd;
hsv.r = frac(hsv.r);
hsv.g = saturate(hsv.g);
grabCol.rgb = lerp(grabCol.rgb, hsv2rgb(hsv), allAmp);
// lol one-liner for exposure and shit, GOML
if (_Burn) grabCol.rgb = lerp(grabCol.rgb, unboundedSmoothstep(_BurnLow, _BurnHigh, grabCol.rgb), allAmp);
float3 finalScreenColor = lerp(grabCol, float4(1 - grabCol.rgb, grabCol.a), _InversionAmount * allAmp);
float overlayMask = _OverlayMaskOpacity * tex2Dlod(_OverlayMask, float4(.5+TRANSFORM_TEX((screenSpaceOverlayUV-.5), _OverlayMask), 0, 0)).r;
finalScreenColor = blend(finalScreenColor, color.rgb, _BlendMode, _BlendAmount * color.a * overlayMask * allAmp);
float overallMask = _OverallEffectMaskOpacity * tex2Dlod(_OverallEffectMask, float4(.5+TRANSFORM_TEX((screenSpaceOverlayUV-.5), _OverallEffectMask), 0, 0)).r;
finalScreenColor = blend(finalScreenColor, _Color.rgb, _ScreenColorBlendMode, allAmp);
float overallMaskFalloff = allAmp;
if (_OverallEffectMaskBlendMode == BLENDMODE_NORMAL) overallMaskFalloff = 1 - step(_MaxFalloff, effectDistance);
finalScreenColor = blend(tex2D(_Garb, i.projPos.xy / i.projPos.w).rgb, finalScreenColor, _OverallEffectMaskBlendMode, overallMask * overallMaskFalloff);
return float4(finalScreenColor, 1);
}
ENDCG
}
}
CustomEditor "CancerspaceInspector"
}