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snakeinabox/Assets/Materials/Snake.shader
2020-09-04 22:31:02 -07:00

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3.5 KiB
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/Snake"
{
Properties
{
_Base ("Base", Color) = (0.4, 1, 0.25, 1)
_Delta ("Delta", Vector) = (-0.1, 0, 0.05, 1)
_Backup ("Backup", Color) = (0.4, 1, 0.25, 1)
_DirectionA ("Direction A", Vector) = (0.8, 1, 0.9)
_DirectionB ("Direction B", Vector) = (-0.8, -0.7, -0.9)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
#pragma multi_compile_instancing
#pragma target 3.5
// #include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
struct VertexData
{
fixed4 position : POSITION;
fixed3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
fixed4 color : COLOR;
};
struct Interpolators
{
fixed4 position : SV_POSITION;
fixed3 normal : TEXCOORD1;
fixed4 color : COLOR0;
};
int _JustAte, _Flash;
fixed4 _Base, _Delta;
fixed3 _DirectionA, _DirectionB;
Interpolators VertexProgram (VertexData v)
{
Interpolators i;
UNITY_SETUP_INSTANCE_ID(v);
int id = 0;
#ifdef UNITY_INSTANCING_ENABLED
id = unity_InstanceID;
#endif
i.position = UnityObjectToClipPos(v.position);
i.normal = UnityObjectToWorldNormal(v.normal);
i.color = v.color;
if (_Flash > 0)
{
i.color = v.color = fixed4(1, 1, 1, 1);
// return i;
}
fixed3 worldPos = mul(unity_ObjectToWorld, v.position).xyz;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed4 rimColor = fixed4(1, 1, 1, 1);
fixed rimStr = 1;
// if mesh = snake green (for snake head)
if (i.color.g > 0.5 && i.color.r < 0.5)
{
// Base Color
i.color = fixed4(0, 0, 0, 1);
// Complimentary Lights
i.color += _Base * clamp(dot(i.normal, _DirectionA), 0, 1);
i.color += (_Base + _Delta) * clamp(dot(i.normal, _DirectionB), 0, 1);
// Rings
if ((id / 1.5) % 2 == 0)
{
i.color.r *= 1 + 0.8 * (1 - clamp((half)id / 27, 0, 1));
}
// Decay
float decay = 1 - ((half)id / 729);
i.color *= decay;
if (id == _JustAte)
{
i.color += fixed4(1,1,1,1) * (1 - clamp((half)id / 27, 0, 1));
}
// Alpha Fix
i.color.a = 1;
// view lighting for depth clarity
fixed camDist = distance(worldPos / 7, -normalize(_WorldSpaceCameraPos));
// camDist = 30 - camDist;
// clamp(0 + camDist / 20, 0, 1);
rimStr = clamp(camDist, 0, 1);
i.color = lerp(fixed4(0.26, 0.2, 0.23, 1), i.color, rimStr);
rimColor = fixed4(1, 0.95, 0.75, 1);
rimStr *= decay;
}
// Rim lighting
fixed rim = 1.0 - saturate(dot (normalize(viewDir), i.normal));
i.color = lerp(i.color, rimColor, rim * rim * rim * rimStr);
if (v.color.r == 1 && v.color.g == 1 && v.color.b == 1)
{
fixed s = (1 + sin(_Time.x * 800)) / 2;
fixed3 strobe = normalize(fixed3(1 - s, s, 1 - s));
i.color = fixed4(strobe, 1);
}
return i;
}
fixed4 FragmentProgram (Interpolators i) : SV_TARGET
{
return i.color;
}
ENDCG
}
}
}