hellcat-nardo-felidal/Assets/_PoiyomiShaders/Shaders/7.3/Pro/Includes/CGI_PoiGlitter.cginc
2023-09-09 21:16:23 -07:00

274 lines
11 KiB
HLSL
Executable file

#ifndef POI_GLITTER
#define POI_GLITTER
half3 _GlitterColor;
float2 _GlitterPan;
half _GlitterSpeed;
half _GlitterBrightness;
float _GlitterFrequency;
float _GlitterJitter;
half _GlitterSize;
half _GlitterContrast;
half _GlitterAngleRange;
half _GlitterMinBrightness;
half _GlitterBias;
float _GlitterRandomColors;
float2 _GlitterMinMaxSaturation;
float2 _GlitterMinMaxBrightness;
fixed _GlitterUseSurfaceColor;
float _GlitterBlendType;
float _GlitterMode;
float _GlitterShape;
float _GlitterCenterSize;
float _glitterFrequencyLinearEmissive;
float _GlitterJaggyFix;
float _GlitterRandomRotation;
float _GlitterTextureRotation;
float4 _GlitterMinMaxSize;
float _GlitterRandomSize;
float2 _GlitterUVPanning;
float _GlitterHueShiftEnabled;
float _GlitterHueShiftSpeed;
float _GlitterHueShift;
float _GlitterHideInShadow;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_GlitterMask);
#endif
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_GlitterColorMap);
#endif
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_GlitterTexture);
#endif
float3 randomFloat3(float2 Seed, float maximum)
{
return(.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return(float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + _GlitterSpeed;
return float3(sin((_Time.x + rando.x * pi) * speed), sin((_Time.x + rando.y * pi) * speed), sin((_Time.x + rando.z * pi) * speed)) * Range;
}
void Unity_RandomRange_float(float2 Seed, float Min, float Max, out float Out)
{
float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233))) * 43758.5453);
Out = lerp(Min, Max, randomno);
}
float3 RandomColorFromPoint(float2 rando)
{
fixed hue = random2(rando.x + rando.y).x;
fixed saturation = lerp(_GlitterMinMaxSaturation.x, _GlitterMinMaxSaturation.y, rando.x);
fixed value = lerp(_GlitterMinMaxBrightness.x, _GlitterMinMaxBrightness.y, rando.y);
float3 hsv = float3(hue, saturation, value);
return HSVtoRGB(hsv);
}
void applyGlitter(inout float4 albedo, inout float3 glitterEmission)
{
// Scale
float2 st = frac(poiMesh.uv[0] + _GlitterUVPanning.xy * _Time.x) * _GlitterFrequency;
// Tile the space
float2 i_st = floor(st);
float2 f_st = frac(st);
float m_dist = 10.; // minimun distance
float2 m_point = 0; // minimum point
float2 randoPoint = 0;
float2 dank;
for (int j = -1; j <= 1; j ++)
{
for (int i = -1; i <= 1; i ++)
{
float2 neighbor = float2(i, j);
float2 pos = random2(i_st + neighbor);
float2 rando = pos;
pos = 0.5 + 0.5 * sin(_GlitterJitter * 6.2831 * pos);
float2 diff = neighbor + pos - f_st;
float dist = length(diff);
if (dist < m_dist)
{
dank = diff;
m_dist = dist;
m_point = pos;
randoPoint = rando;
}
}
}
float randomFromPoint = random(randoPoint);
float size = _GlitterSize;
UNITY_BRANCH
if(_GlitterRandomSize)
{
size = remapClamped(randomFromPoint, 0, 1, _GlitterMinMaxSize.x, _GlitterMinMaxSize.y);
}
// Assign a color using the closest point position
//color += dot(m_point, float2(.3, .6));
// Add distance field to closest point center
// color.g = m_dist;
// Show isolines
//color -= abs(sin(40.0 * m_dist)) * 0.07;
// Draw cell center
half glitterAlpha = 1;
switch(_GlitterShape)
{
case 0: //circle
glitterAlpha = (1. - step(size, m_dist));
break;
case 1: //sqaure
float jaggyFix = pow(poiCam.distanceToVert, 2) * _GlitterJaggyFix;
UNITY_BRANCH
if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0)
{
float2 center = float2(0, 0);
float randomBoy = 0;
UNITY_BRANCH
if(_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
else
{
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
break;
}
float3 finalGlitter = 0;
switch(_GlitterMode)
{
case 0:
float3 randomRotation = 0;
UNITY_BRANCH
if(_GlitterSpeed > 0)
{
randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange);
}
else
{
randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
}
float3 norm = poiMesh.normals[0];
float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, _GlitterBias), poiCam.viewDir)), _GlitterContrast), 0);
finalGlitter *= glitterAlpha;
break;
case 1:
float offset = random(randoPoint);
float brightness = sin((_Time.x + offset) * _GlitterSpeed) * _glitterFrequencyLinearEmissive - (_glitterFrequencyLinearEmissive - 1);
finalGlitter = max(_GlitterMinBrightness * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * _GlitterCenterSize * 10));
break;
}
half3 glitterColor = _GlitterColor;
glitterColor *= lerp(1, albedo, _GlitterUseSurfaceColor);
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiMesh.uv[_GlitterColorMapUV], _GlitterColorMapPan).rgb;
#endif
float2 uv = remapClamped(dank, -size, size, 0, 1);
UNITY_BRANCH
if(_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0 && !_GlitterShape)
{
float2 fakeUVCenter = float2(.5, .5);
float randomBoy = 0;
UNITY_BRANCH
if(_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
}
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 glitterTexture = POI2D_SAMPLER_PAN(_GlitterTexture, _MainTex, uv, _GlitterTexturePan);
#else
float4 glitterTexture = 1;
#endif
//float4 glitterTexture = _GlitterTexture.SampleGrad(sampler_MainTex, frac(uv), ddx(uv), ddy(uv));
glitterColor *= glitterTexture.rgb;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiMesh.uv[_GlitterMaskUV], _GlitterMaskPan);
#else
float glitterMask = 1;
#endif
glitterMask *= lerp(1, poiLight.rampedLightMap, _GlitterHideInShadow);
#ifdef POI_BLACKLIGHT
if (_BlackLightMaskGlitter != 4)
{
glitterMask *= blackLightMask[_BlackLightMaskGlitter];
}
#endif
if(_GlitterRandomColors)
{
glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y));
}
UNITY_BRANCH
if(_GlitterHueShiftEnabled)
{
glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * _GlitterHueShiftSpeed);
}
UNITY_BRANCH
if(_GlitterBlendType == 1)
{
albedo.rgb = lerp(albedo.rgb, finalGlitter * glitterColor * _GlitterBrightness, finalGlitter * glitterTexture.a * glitterMask);
glitterEmission = finalGlitter * glitterColor * max(0, (_GlitterBrightness - 1) * glitterTexture.a) * glitterMask;
}
else
{
glitterEmission = finalGlitter * glitterColor * _GlitterBrightness * glitterTexture.a * glitterMask;
}
}
#endif