holopy3/Assets/Materials/DistortionView.shader
2020-12-10 15:25:12 +01:00

120 lines
3.9 KiB
GLSL

// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Smkgames/Iridescence/DistortionView" {
Properties {
[Space(20)][Header(MainTex and ColorRamp)][Space(20)]
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_ColorRamp("ColorRamp",2D) = "white"{}
_Blend("Blend",Range(0,1)) = 0.5
[Space(20)][Header(Mask)][Space(20)]
_Mask("Mask",2D) = "white"{}
[Space(20)][Header(Adding Distortion)][Space(20)]
_Noise ("Noise", 2D) = "white" {}
_Distortion("Distortion",Float) = 6
[Space(20)][Header(BumpMap and BumpPower)][Space(20)]
_BumpMap ("Bumpmap", 2D) = "bump" {}
_BumpPower("BumpPower",Range(0.1,1)) = 0.1
[Space(20)][Header(Change ColorRamp)][Space(20)]
_Hue ("Hue", Range(0, 1.0)) = 0
_Saturation ("Saturation", Range(0, 1.0)) = 0.5
_Brightness ("Brightness", Range(0, 1.0)) = 0.5
_Contrast ("Contrast", Range(0, 1.0)) = 0.5
[Space(20)][Header(Smoothness and Metallic)][Space(20)]
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex,_ColorRamp,_Noise,_Mask;
sampler2D _BumpMap;
float4 _RimColor;
float _BumpIntensity;
struct Input {
float2 uv_MainTex;
float2 uv_Mask;
float2 uv_Noise;
float2 uv_BumpMap;
float2 uv_ColorRamp;
float3 viewDir;
float3 worldPos;
};
float4 _ColorRamp_ST;
half _Glossiness;
half _Metallic;
float _Blend;
float _BumpPower;
float _Distortion;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
fixed _Hue, _Saturation, _Brightness, _Contrast;
inline float3 applyHue(float3 aColor, float aHue)
{
float angle = radians(aHue);
float3 k = float3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(angle);
return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
}
inline float4 applyHSBCEffect(float4 startColor, fixed4 hsbc)
{
float hue = 360 * hsbc.r;
float saturation = hsbc.g * 2;
float brightness = hsbc.b * 2 - 1;
float contrast = hsbc.a * 2;
float4 outputColor = startColor;
outputColor.rgb = applyHue(outputColor.rgb, hue);
outputColor.rgb = (outputColor.rgb - 0.5f) * contrast + 0.5f;
outputColor.rgb = outputColor.rgb + brightness;
float3 intensity = dot(outputColor.rgb, float3(0.39, 0.59, 0.11));
outputColor.rgb = lerp(intensity, outputColor.rgb, saturation);
return outputColor;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float4 c = tex2D (_MainTex, IN.uv_MainTex);
float noise = tex2D(_Noise,IN.uv_Noise);
fixed3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
normal.z /= _BumpPower;
o.Normal = normalize(normal);
float2 rim = dot (normalize(IN.viewDir), o.Normal);
//float2 rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
float2 noiseRim = rim*(noise*_Distortion);
float4 mask = tex2D(_Mask,IN.uv_Mask);
float4 colorRamp = tex2D(_ColorRamp,TRANSFORM_TEX(noiseRim+IN.viewDir.xyz, _ColorRamp))*mask;
colorRamp = max(colorRamp,(1-mask)* c);
fixed4 hsbc = fixed4(_Hue, _Saturation, _Brightness, _Contrast);
float4 colorRampHSBC = applyHSBCEffect(colorRamp, hsbc);
o.Albedo = lerp(c,colorRampHSBC,_Blend);
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}