Files
occlusion-portals-world/Assets/occlusion-portals/shaders/StandardAnimDisp.shader
2026-07-31 12:04:49 +05:00

138 lines
4.8 KiB
GLSL

Shader "Custom/Standard Animated Displacement"
{
Properties
{
[NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {}
_Color("Tint Color", Color) = (1, 1, 1, 1)
[NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {}
_Glossiness("Smoothness", Range(0, 1)) = 0.5
[NoScaleOffset]_NormalArray("Normal Map", 2DArray) = "" {}
_Bumpyness("Bumpyness", Float) = 1.0
_FlipbookFPS("Flipbook FPS", Integer) = 30
_FlipbookFrames("Flipbook Frames", Integer) = 30
_WaveAmplitude("Wave Amplitude", Float) = 0.5
_WaveFrequency("Wave Frequency", Float) = 1.0
_WaveSpeed("Wave Speed", Float) = 1.0
_RefractAmount("Refract Amount", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 300
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
GrabPass { "_GrabTexture" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade addshadow vertex:vert
#pragma target 3.5
#pragma shader_feature_local _NORMALMAP
UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
fixed4 _Color;
UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
half _Glossiness;
UNITY_DECLARE_TEX2DARRAY(_NormalArray);
half _Bumpyness;
int _FlipbookFPS, _FlipbookFrames;
float _WaveAmplitude,_WaveFrequency,_WaveSpeed;
float _RefractAmount;
sampler2D _GrabTexture;
struct Input
{
float2 uv_DiffuseArray;
float4 screenPos;
INTERNAL_DATA // For proper normal handling
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
// Sine wave displacement function
float Wave(float3 pos)
{
return sin(pos.x * _WaveFrequency + _Time.y * _WaveSpeed) +
cos(pos.z * _WaveFrequency + _Time.y * _WaveSpeed);
}
#define EPSILON 0.01
void vert(inout appdata_full v)
{
// Get world position
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// Displacement in world Y direction
float wave = Wave(worldPos);
float displacement = wave * _WaveAmplitude;
worldPos.y += displacement;
// Approximate normal in world space
float3 dx = float3(EPSILON, 0, 0);
float3 dz = float3(0, 0, EPSILON);
float wave_dx = Wave(worldPos + dx) * _WaveAmplitude;
float wave_dz = Wave(worldPos + dz) * _WaveAmplitude;
float3 tangentX = float3(1, (wave_dx - displacement) / EPSILON, 0);
float3 tangentZ = float3(0, (wave_dz - displacement) / EPSILON, 1);
float3 normalWS = normalize(cross(tangentZ, tangentX));
// Transform back to object space
v.vertex = mul(unity_WorldToObject, float4(worldPos, 1.0));
v.normal = mul((float3x3)unity_WorldToObject, normalWS);
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Common UV for all texture arrays
float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
float3 uvw = float3(IN.uv_DiffuseArray, frame);
// Albedo with alpha
float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
//o.Alpha = diff.a;
o.Alpha = 1.0;
// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
o.Metallic = metalGloss.r;
o.Smoothness = metalGloss.a * _Glossiness;
// Normal map and it's scale
float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
float3 normalMap = UnpackNormal(normalTex);
normalMap.xy *= _Bumpyness;
float3 finalNormal = normalize(normalMap);
o.Normal = finalNormal;
// Grab screen texture (refraction)
float2 grabUV = IN.screenPos.xy / IN.screenPos.w;
grabUV += finalNormal.xy * _RefractAmount;
fixed4 grab = tex2D(_GrabTexture, grabUV);
o.Albedo = grab.rgb;
}
ENDCG
}
FallBack "Standard"
}