Files
ichni_Official/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridFloor.shader
SoulliesOfficial 25b6da25ae 同步
2026-03-31 07:51:40 -04:00

233 lines
8.8 KiB
GLSL

Shader "Soullies/DTM_RandomGridFloor"
{
Properties
{
[HDR]_Color0("Color0", Color) = (1, 1, 1, 0)
[Header(Pattern Settings)]
_PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_TimeAngle("Time Angle (Speed)", Float) = 1.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
_StepB("Step B", Range(0, 1)) = 0.345
[Header(Distance Fade)]
_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
[Header(Outer Enclosing Border)]
[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
_OuterBorderWidth("Outer Border Width", Range(0.0, 0.5)) = 0.02
[Header(Render State)]
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 2 // Off
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-300"
"UniversalMaterialType" = "Unlit"
"IgnoreProjector" = "True"
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "UniversalForwardOnly" }
HLSLPROGRAM
// -------------------------------------
// Target Config
#pragma target 4.5
#pragma prefer_hlslcc gles
// DOTS and Instancing
#pragma multi_compile_instancing
#pragma multi_compile_fog
// Feature Flags
#pragma shader_feature_local _OUTER_BORDER_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float2 uv : TEXCOORD1;
half fogFactor : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _TimeAngle;
float _StepA;
float _StepB;
float _FadeFar;
float _FadeNear;
half4 _OuterBorderColor;
float _OuterBorderWidth;
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
{
float2 g = float2((float)i, (float)j);
float2 o = VoronoiHash(n + g);
// Oscillating movement
o = sin(t + o * 6.2831853) * 0.5 + 0.5;
float2 r = f - g - o;
// Manhattan distance for rectangular frames
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
}
return minDist;
}
// -------------------------------------
// Vertex Shader
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.uv = input.uv;
output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
// -------------------------------------
// Fragment Shader
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// ==========================================
// 1. inner Grid Pattern Calculation
// ==========================================
float2 worldUV = input.positionWS.xz;
// Density Multiplier: Higher density = smaller frames = more quantity
float density = max(_GridDensity, 0.0001);
float2 sizeDivisor = max(_PatternSize.xy, float2(0.0001, 0.0001)) / density;
float2 scaledUV = worldUV / sizeDivisor;
// Rotate 45 degrees
float c = 0.707106;
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Voronoi mathematical noise
float v = VoronoiDistance(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(v);
float edge1 = smoothstep(_StepA - fw, _StepA + fw, v);
float edge2 = smoothstep(_StepB - fw, _StepB + fw, v);
float gridAlphaMask = edge2 - edge1;
half3 gridColor = _Color0.rgb;
half gridAlpha = gridAlphaMask * _Color0.a;
// ==========================================
// 2. Outer Enclosing Border
// ==========================================
half3 finalColor = gridColor;
half finalAlpha = gridAlpha;
#if defined(_OUTER_BORDER_ON)
// Calculate distance to nearest UV edge
float2 edgeDist = min(input.uv, 1.0 - input.uv);
float closestEdge = min(edgeDist.x, edgeDist.y);
// Uses fwidth for clean smoothstep transition at the edge
float borderfw = fwidth(closestEdge);
// Creates a solid border with a smooth antialiased inner falloff
float borderMask = 1.0 - smoothstep(_OuterBorderWidth - borderfw, _OuterBorderWidth + borderfw, closestEdge);
// Lerp grid to border
finalColor = lerp(gridColor, _OuterBorderColor.rgb, borderMask);
finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
#endif
// ==========================================
// 3. Distance Fade (Far = Transparent, Near = Opaque)
// ==========================================
float distToCam = distance(GetCameraPositionWS(), input.positionWS);
// When dist >= _FadeFar => fadeMask = 0 (Fully Transparent)
// When dist <= _FadeNear => fadeMask = 1 (Fully Opaque)
float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
float fadeMask = saturate(rawFade);
finalAlpha *= fadeMask;
// Apply URP Fog
finalColor = MixFog(finalColor, input.fogFactor);
return half4(finalColor, finalAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}