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Corrupted.shader
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Corrupted.shader
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Shader "Okano/Corrupted"
{
Properties
{
_Tint ("Color", Color) = (0,0,0,0)
_MainTex ("Texture", 2D) = "white" {}
_UVNoiseFloor ("Selection Floor", Range(0,1)) = 0.9
_Gain ("Gain", float) = 5
_Random ("Random", float) = 5
[Toggle]_Shadows ("Cast Shadows?", Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull off
// ZWrite off
// Offset -1,-1
// ZBlend
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members amount)
// #pragma exclude_renderers d3d11
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Libraries/SimplexNoise.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal : NORMAL;
// float4 tangent : TANGENT;
// float2 depth : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
// UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float amount : PSIZE0;
};
struct fout
{
float4 color:COLOR;
float depth:DEPTH;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _UVNoiseFloor;
float _Gain;
float _Random;
float4 _Tint;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.amount = 0;
// move the vert, only if selection noise value is above some value
float selNoise = snoise(float3(v.uv, _Random) + (_Time.x * 3.141592)); // deterministic, but not based on unity's UVs
// move it on a sine curve * grow noise value
if (selNoise >= _UVNoiseFloor) {
float gain = (1.0 - _UVNoiseFloor) * _Gain;
float amount = (max(-0.2,(_SinTime.y + 1) * 0.5)) * gain * selNoise;
// float3 tan = UnityObjectToWorldDir(v.tangent.xyz);
float3 movementDir = v.normal.xyz;
o.vertex.xyz -= (movementDir * amount);
o.amount = amount;
}
// UNITY_TRANSFER_FOG(o,o.vertex);
// UNITY_TRANSFER_DEPTH(o,o.depth);
return o;
}
half4 frag (v2f i) : COLOR
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
// col.rgb = float3(i.amount, i.amount, i.amount) * 100;
// apply fog
// UNITY_APPLY_FOG(i.fogCoord, col);
return col * _Tint;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "Libraries/SimplexNoise.cginc"
#pragma shader_feature _ _SHADOWS_ON
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
float _Random;
float _UVNoiseFloor;
float _Gain;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal : NORMAL;
};
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// move the vert, only if selection noise value is above some value
float selNoise = snoise(float3(v.uv, _Random) + (_Time.x * 3.141592)); // deterministic, but not based on unity's UVs
// move it on a sine curve * grow noise value
if (selNoise >= _UVNoiseFloor) {
float gain = (1.0 - _UVNoiseFloor) * _Gain;
float amount = (max(-0.2,(_SinTime.y + 1) * 0.5)) * gain * selNoise;
// float3 tan = UnityObjectToWorldDir(v.tangent.xyz);
float3 movementDir = v.normal.xyz;
o.pos.xyz -= (movementDir * amount);
}
// UNITY_TRANSFER_FOG(o,o.vertex);
// UNITY_TRANSFER_DEPTH(o,o.depth);
return o;
}
float4 frag(v2f i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
#if defined(_SHADOWS_ON)
SHADOW_CASTER_FRAGMENT(i)
#else
clip(-1);
return float4(0,0,0,0);
#endif
}
ENDCG
}
}
}