Shader "Custom/SpeedLines"
{
Properties{
Radius("Radius", Range(0, 5)) = 1.45
Edge("Edge", Range(0, 1)) = 0.55
NoiseBigNess("NoiseBigNess", Range(1, 100)) = 20
Speed("Speed", Range(0, 10)) = 1.25
LineColor("Color", Color) = (1, 1, 1, 1)
iChannel0("iChannel0", 2D) = "black" {}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma target 3.0
#define iTime _Time.y
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define mat4 float4x4
#define mod fmod
#define mix lerp
#define fract frac
#define texture2D tex2D
#define iResolution _ScreenParams
#define gl_FragCoord ((_iParam.scrPos.xy/_iParam.scrPos.w) * _ScreenParams.xy)
float Speed;
float NoiseBigNess;
float Radius;
float Edge;
float4 LineColor;
float4 iChannel0_ST;
TEXTURE2D(iChannel0);
SAMPLER(sampler_iChannel0);
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
Varyings LitPassVertex(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.uv, iChannel0);
output.positionCS = vertexInput.positionCS;
output.screenPos = ComputeScreenPos(vertexInput.positionCS);
return output;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord );
float4 LitPassFragment(Varyings input) : SV_Target
{
float2 fragCoord = ((input.screenPos.xy) / (input.screenPos.w + FLT_MIN)) *_ScreenParams.xy;
float4 fragColor = SAMPLE_TEXTURE2D(iChannel0, sampler_iChannel0, fragCoord);
mainImage(fragColor, fragCoord);
return fragColor;
}
/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;
/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3, F3, F3)));
vec3 x = p - s + dot(s, vec3(G3, G3, G3));
/* calculate i1 and i2 */
vec3 e = step(vec3(0,0,0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
/* 2. find four surflets and store them in d */
vec4 w, d;
/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);
/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;
/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0, 52.0, 52.0, 52.0));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float time = Speed * iTime;
vec2 p = fragCoord.xy / iResolution.y;
float aspect = iResolution.x/iResolution.y;
vec2 positionFromCenter = p-vec2(0.5*aspect, 0.5);
p = vec2(0.5*aspect, 0.5)+normalize(positionFromCenter)*min(length(positionFromCenter), 0.05);
// Noise:
vec3 p3 = NoiseBigNess*0.25*vec3(p.x, p.y, 0.0) + vec3(0.0, 0.0, time*0.025);
float noise = simplex3d(p3*32.0);
noise = 0.5 + 0.5*noise;
float distanceFromCenter = clamp(length(positionFromCenter)/Radius, 0.0, 1.0)*(noise);
float falloffMask = 2.0*distanceFromCenter-1.0;
falloffMask = 1.0-pow(falloffMask, 4.0);
float finalValue = falloffMask;
finalValue = smoothstep(Edge,Edge+0.1, noise*finalValue);
fragColor = LineColor * finalValue;
}
ENDHLSL
SubShader
{
Tags{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Overlay"
"RenderPipeline" = "UniversalRenderPipeline"
"PreviewType"="Plane"
}
// LOD 100
Lighting Off
ZWrite Off
Fog {Mode Off}
Blend One One
Pass
{
HLSLPROGRAM
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#pragma fragmentoption ARB_precision_hint_fastest
ENDHLSL
}
}
}
直接复制了https://www.shadertoy.com/view/4dSyWK以及冯乐乐妹子的模板,不得不说这种方法真香……
我用的URP所以换成了HLSL,尝试使用half代替float以提高效率,但在小米机器上会出现开关不变的情况,猜测是_Time精度过低造成的。先发这里吧,抽空再整理到github上。