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129 lines
4.3 KiB
129 lines
4.3 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/LightEffect"
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{
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Properties
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{
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_MainTex("Base (RGB)", 2D) = "white" {}
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_Strength("Gradient Strength", Range(0,1)) = 1
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_TopColor("Top Color", Color) = (1,1,1,1)
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_BottomColor("Bottom Color", Color) = (0,0,0,0)
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_GradientEnd("Gradient End Position", Range(0,1)) = 1
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_LightPostion("Light Position", Vector) = (0.5, 1.0, 0, 0)
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_NoiseScale1("Noise Scale 1", Float) = 12.0
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_NoiseScale2("Noise Scale 2", Float) = 2.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float _Strength;
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float4 _TopColor;
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float4 _BottomColor;
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float _GradientEnd;
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float4 _LightPostion;
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float _NoiseScale1;
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float _NoiseScale2;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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// Perlin noise implementation
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float fade(float t) {
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float lerp(float a, float b, float t) {
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return a + t * (b - a);
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}
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float grad(int hash, float x, float y) {
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int h = hash & 7;
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float u = h < 4 ? x : y;
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float v = h < 4 ? y : x;
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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int perm(int x) {
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// Simple permutation function for shader use
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return (x * 34 + 1) * x % 289;
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}
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float noise(float2 uv)
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{
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float2 p = floor(uv);
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float2 f = frac(uv);
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int X = int(p.x);
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int Y = int(p.y);
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int A = perm(X) + Y;
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int B = perm(X + 1) + Y;
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float res = lerp(
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lerp(grad(perm(A), f.x, f.y), grad(perm(B), f.x - 1, f.y), fade(f.x)),
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lerp(grad(perm(A + 1), f.x, f.y - 1), grad(perm(B + 1), f.x - 1, f.y - 1), fade(f.x)),
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fade(f.y)
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);
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return res * 0.5 + 0.5; // Normalize to [0,1]
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// Remap uv.y so gradient ends at _GradientEnd
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// float t = saturate(i.uv.y / max(_GradientEnd, 0.0001));
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// float2 center = float2(0.5, 1.0);
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float noiseValue = noise(i.uv*_NoiseScale1 + float2(_Time.x*1.3, _Time.y*0.2));
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float2 uvNorm = (i.uv - _LightPostion.xy + 0.1*float2(noiseValue, noiseValue));
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//uvNorm.x /= (_GradientEnd); // scale x to match circle aspect
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float dist = 1.0 - length(uvNorm);
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// dist=1.0-(pow(1.0 - dist, 2.0)); // Sharpen the edge
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float t = saturate((dist - (1.0 - _GradientEnd)) / _GradientEnd);
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// Apply ease (smoothstep) for non-linear gradient
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t = smoothstep(0.0, 1.0-_Strength*0.5, t);
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float n = noise(i.uv *_NoiseScale2 + _Time.yx * 0.8);
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t *= n; // Adjust 0.1 for edge softness
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t = saturate(t);
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t=1.0-pow(1.0 - t, 1.5); // Make the gradient more pronounced
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float4 gradColor = _BottomColor*(1.0-t)+_TopColor*t;
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// float4 texColor = tex2D(_MainTex, i.uv);
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// return lerp(float4(0.0, 0.0, 0.0, 0.0), gradColor, _Strength);
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return gradColor;
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// return gradColor;
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}
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ENDCG
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}
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}
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}
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