This commit is contained in:
Gerard Gascón 2025-04-24 17:37:25 +02:00
commit 341a877b4a
2338 changed files with 1346408 additions and 0 deletions

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Shader "Unlit/Portal_Shader"
{
Properties
{
[HDR]
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[HDR]
_Col2("Color2", Color) = (0, 0, 0, 1)
_MainTex("MainTexture", 2D) = "black"{}
_TexRot("MainTextureRotation", Float) = 0
_DistortTex("UV Distortion Texture", 2D) = "white"{}
_DistortionStrength("UV Distortion Strength", Range(0, 1)) = 0
_DistortTexRot("DistortionTextureRotation", Float) = 0
_InnerTex("InnerTexture", 2D) = "white"{}
_GlowingBorder("GlowingBorderRad", Range(0, 1)) = 0
_GlowingBorderGlow("GlowingBorderGlow", Float) = 1
_GlowingBorderPow("GlowingBorderPow", Float) = 1
_GlowingBorderNoise("GlowingBorderNoiseStrength", Float) = 0
_ArtifactsGlow("ArtifactsGlow", Float) = 1
_ArtifactsDensity("ArtifactsDensity", Range(0, 1)) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
ZWrite Off
Blend SrcColor OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "portal_include.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 noiseUV : TEXCOORD1;
float2 alphaMaskUV : TEXCOORD2;
float2 screenPos : TEXCOORD3;
float depth : TEXCOORD4;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
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float4 _NoiseTex_ST;
sampler2D _InnerTex;
float4 _InnerTex_ST;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DistortTex;
float4 _DistortTex_ST;
float4 _Col1;
float4 _Col2;
float _GlowingBorder;
float _GlowingBorderGlow;
float _GlowingBorderPow;
float _GlowingBorderNoise;
float _ArtifactsGlow;
float _ArtifactsDensity;
float _TexRot;
float _DistortTexRot;
float _DistortionStrength;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.noiseUV = TRANSFORM_TEX(v.uv, _NoiseTex);
o.alphaMaskUV = TRANSFORM_TEX(v.uv, _InnerTex);
o.screenPos = ComputeScreenPos(o.vertex);
o.depth = -mul(UNITY_MATRIX_MV, v.vertex).z * _ProjectionParams.w;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float radialMask = 1 - round(length(i.uv - 0.5));
float4 distortionTex = tex2D(_DistortTex, 0.5+uvRot(i.uv-0.5, _Time.y*_DistortTexRot));
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float4 distortionTex3 = tex2D(_DistortTex, 0.5 + float2(0, _Time.y*.2) + lerp(i.uv, i.uv*distortionTex2, _DistortionStrength) - 0.5);
//border
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border -= distortionTex3.r*(_GlowingBorderNoise);
border = pow(border, _GlowingBorderPow);
border = 1 - border;
border = min(1, max(0, border));
//border *= saturate(distortionTex3.r);
//texture
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float2 distortedUV1 = 0.5 + uvRot(lerp(i.uv, -3*(distortionTex.rg), _DistortionStrength)*i.uv - 0.5, -_TexRot*_Time.y);
float4 tex = tex2D(_MainTex, distortedUV);
float4 tex_ = tex2D(_MainTex, distortedUV1);
float artifacts = min(1, smoothstep(_ArtifactsDensity, 1, (tex.r*tex_.r*radialMask)+.97));
float4 innerTex1 = tex2D(_InnerTex, i.alphaMaskUV + float2(0, -.1*_Time.y));
float4 innerTex2 = tex2D(_InnerTex, .75f*i.alphaMaskUV + float2(.2*_Time.y, 0));
artifacts += (innerTex1.g*innerTex2.g*5);
//portal assembly
float4 colorInterp = lerp(_Col1, _Col2, clamp(0, 1, artifacts+border));
float colorBoost = 1+(max(0, border * _GlowingBorderGlow) + max(0, (artifacts-(artifacts*border)) * _ArtifactsGlow));
//return fixed4((radialMask*max(artifacts, 0.1f))+border,0, 0, 1);
return fixed4(colorInterp.rgb*colorBoost, (radialMask*max(artifacts, 0.7f)) + border);
}
ENDCG
}
}
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float3 hueShift(float3 color, float hueAdjust) {
const float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
const float3 kRGBToI = float3(0.596, -0.275, -0.321);
const float3 kRGBToQ = float3(0.212, -0.523, 0.311);
const float3 kYIQToR = float3(1.0, 0.956, 0.621);
const float3 kYIQToG = float3(1.0, -0.272, -0.647);
const float3 kYIQToB = float3(1.0, -1.107, 1.704);
float YPrime = dot(color, kRGBToYPrime);
float I = dot(color, kRGBToI);
float Q = dot(color, kRGBToQ);
float hue = atan2(Q, I);
float chroma = sqrt(I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin(hue);
I = chroma * cos(hue);
float3 yIQ = float3(YPrime, I, Q);
return float3(dot(yIQ, kYIQToR), dot(yIQ, kYIQToG), dot(yIQ, kYIQToB));
}
float2 uvRot(float2 uv, float angle) {
return mul(float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)), uv);
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