initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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//#!INJECT_BEGIN INCLUDES 0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZSoftBlend.hlsl"
//#!INJECT_END
//#!INJECT_BEGIN MATERIAL_CBUFFER 0
float _SoftFactor;
//#!INJECT_END
//#!INJECT_BEGIN VERTEX_CENTROID 0
#if defined(SHADER_API_MOBILE)
centroid float4 vertex : SV_POSITION;
#else
float4 vertex : SV_POSITION;
#endif
//#!INJECT_END
//#!INJECT_BEGIN OUTPUT_SEMANTICS 0
#if defined(SHADER_API_MOBILE)
float depth : SV_DepthLessEqual;
#endif
//#!INJECT_END
//#!INJECT_BEGIN FRAG_END 99
#if defined(SHADER_API_MOBILE)
half noise = GetScreenNoiseR(screenUVs);
f.depth = SLZSoftBlendZTest(i.vertex.z, noise, _SoftFactor);
#else
float rawDepth = SampleSceneDepth(screenUVs);
float viewZ = dot(GetWorldToViewMatrix()._m20_m21_m22_m23, float4(i.wPos_xyz_fog_x.xyz, 1));
float fade = SLZSoftBlendDepth(rawDepth, viewZ, _SoftFactor);
#if defined(SLZ_PARTICLE_ADDITIVE)
f.color *= fade;
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
f.color = lerp(fade, float4(1,1,1,1), f.color));
#else
f.color.a *= fade;
#endif
#endif
//#!INJECT_END

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//#!INJECT_BEGIN FRAG_BEGIN -1
float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
//#!INJECT_END

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//#!INJECT_BEGIN UNIFORMS 0
TEXTURE2D(_ScreenSpacePattern);
SAMPLER(sampler_ScreenSpacePattern);
//#!INJECT_END
//#!INJECT_BEGIN MATERIAL_CBUFFER 0
half _Speed;
half _SecondarySpeed;
float _ScreenSpaceSize;
float _ParticleOffset;
//#!INJECT_END
//#!INJECT_BEGIN FUNCTIONS 0
float2 RotateTorchUVs(float2 uv, float2 center, float angle)
{
uv = uv - center;
float sin1, cos1;
sincos(angle, sin1, cos1);
float2x2 rotMat = float2x2(cos1, -sin1, sin1, cos1);
uv = mul(rotMat, uv);
return uv + center;
}
//#!INJECT_END
//#!INJECT_BEGIN VERT_BEGIN 0
v.vertex.z += _ParticleOffset;
//#!INJECT_END
//#!INJECT_BEGIN FRAG_COLOR 0
float angle1 = frac(_Time[0] * 3.1830988618 * _Speed) * TWO_PI;
float angle2 = frac(_Time[0] * 3.1830988618 * _Speed * _SecondarySpeed) * TWO_PI;
angle1 = -angle1;
float2 uv1 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle1);
half layer1 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv1).r;
float2 uv2 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle2);
half layer2 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv2).r;
half4 SSPattern = SAMPLE_TEXTURE2D(_ScreenSpacePattern, sampler_ScreenSpacePattern, _ScreenParams.xy * screenUVs / _ScreenSpaceSize);
f.color = (layer1 * layer2 * i.color.a) * SSPattern * _BaseColor * i.color;
//#!INJECT_END

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