162 lines
10 KiB
HLSL
162 lines
10 KiB
HLSL
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void GetBestLights( float Channel, inout int orificeType, inout float3 orificePositionTracker, inout float3 orificeNormalTracker, inout float3 penetratorPositionTracker, inout float penetratorLength ) {
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float ID = step( 0.5 , Channel );
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float baseID = ( ID * 0.02 );
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float holeID = ( baseID + 0.01 );
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float ringID = ( baseID + 0.02 );
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float normalID = ( 0.05 + ( ID * 0.01 ) );
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float penetratorID = ( 0.09 + ( ID * -0.01 ) );
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float4 orificeWorld;
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float4 orificeNormalWorld;
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float4 penetratorWorld;
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float penetratorDist=100;
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for (int i=0;i<4;i++) {
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float range = (0.005 * sqrt(1000000 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
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if (length(unity_LightColor[i].rgb) < 0.01) {
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if (abs(fmod(range,0.1)-holeID)<0.005) {
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orificeType=0;
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orificeWorld = float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1);
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orificePositionTracker = mul( unity_WorldToObject, orificeWorld ).xyz;
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}
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if (abs(fmod(range,0.1)-ringID)<0.005) {
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orificeType=1;
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orificeWorld = float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1);
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orificePositionTracker = mul( unity_WorldToObject, orificeWorld ).xyz;
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}
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if (abs(fmod(range,0.1)-normalID)<0.005) {
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orificeNormalWorld = float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1);
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orificeNormalTracker = mul( unity_WorldToObject, orificeNormalWorld ).xyz;
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}
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if (abs(fmod(range,0.1)-penetratorID)<0.005) {
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float3 tempPenetratorPositionTracker = penetratorPositionTracker;
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penetratorWorld = float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1);
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penetratorPositionTracker = mul( unity_WorldToObject, penetratorWorld ).xyz;
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if (length(penetratorPositionTracker)>length(tempPenetratorPositionTracker)) {
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penetratorPositionTracker = tempPenetratorPositionTracker;
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} else {
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penetratorLength=unity_LightColor[i].a;
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}
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}
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}
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}
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}
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#ifdef RALIV_PENETRATOR
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void PenetratorReshape(inout float4 vertex, inout float3 normal) {
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float orificeChannel=0;
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float orificeType = 0;
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float3 orificePositionTracker = float3(0,0,100);
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float3 orificeNormalTracker = float3(0,0,99);
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float3 penetratorPositionTracker = float3(0,0,1);
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float3 penetratorNormalTracker = float3(0,0,1);
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float pl=0;
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GetBestLights(orificeChannel, orificeType, orificePositionTracker, orificeNormalTracker, penetratorNormalTracker, pl);
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float3 orificeNormal = normalize( lerp( ( orificePositionTracker - orificeNormalTracker ) , orificePositionTracker , max( _EntranceStiffness , 0.01 )) );
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float behind = smoothstep(-_Length*0.5, _Length*0.2, orificePositionTracker.z);
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//orificePositionTracker.xy = behind * orificePositionTracker.xy;
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//orificeNormal.xy = behind * orificeNormal.xy;
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orificePositionTracker.z=(abs(orificePositionTracker.z+(_Length*0.2))-(_Length*0.2))*(1+step(orificePositionTracker.z,0)*2);
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orificePositionTracker.z=smoothstep(-_Length*0.2, _Length*0.2, orificePositionTracker.z) * orificePositionTracker.z;
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float distanceToOrifice = length( orificePositionTracker );
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float3 PhysicsNormal = normalize(penetratorNormalTracker.xyz);
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float enterFactor = smoothstep( _Length , _Length+0.05 , distanceToOrifice);
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float wriggleTimeY = _Time.y * _WriggleSpeed;
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float curvatureMod = ( _Length * ( ( cos( wriggleTimeY ) * _Wriggle ) + _Curvature ) );
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float wriggleTimeX = _Time.y * ( _WriggleSpeed * 0.79 );
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float3 finalOrificeNormal = normalize( lerp( orificeNormal , ( PhysicsNormal + ( ( float3(0,1,0) * ( curvatureMod + ( _Length * ( _ReCurvature + ( ( sin( wriggleTimeY ) * 0.3 ) * _Wriggle ) ) * 2.0 ) ) ) + ( float3(0.5,0,0) * ( cos( wriggleTimeX ) * _Wriggle ) ) ) ) , enterFactor) );
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float3 finalOrificePosition = lerp( orificePositionTracker , ( ( normalize(penetratorNormalTracker) * _Length ) + ( float3(0,0.2,0) * ( sin( ( wriggleTimeY + UNITY_PI ) ) * _Wriggle ) * _Length ) + ( float3(0.2,0,0) * _Length * ( sin( ( wriggleTimeX + UNITY_PI ) ) * _Wriggle ) ) ) , enterFactor);
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float finalOrificeDistance = length( finalOrificePosition );
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float3 bezierBasePosition = float3(0,0,0);
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float bezierDistanceThird = ( finalOrificeDistance / 3.0 );
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float3 curvatureOffset = lerp( float3( 0,0,0 ) , ( float3(0,1,0) * ( curvatureMod * -0.2 ) ) , saturate( ( distanceToOrifice / _Length ) ));
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float3 bezierBaseNormal = ( ( bezierDistanceThird * float3(0,0,1) ) + curvatureOffset );
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float3 bezierOrificeNormal = ( finalOrificePosition - ( bezierDistanceThird * finalOrificeNormal ) );
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float3 bezierOrificePosition = finalOrificePosition;
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float vertexBaseTipPosition = ( vertex.z / finalOrificeDistance );
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float3 sphereifyDistance = ( vertex.xyz - float3(0,0, distanceToOrifice) );
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float3 sphereifyNormal = normalize( sphereifyDistance );
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float sphereifyFactor = smoothstep( 0.01 , -0.01 , distanceToOrifice - vertex.z);
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sphereifyFactor *= 1-orificeType;
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vertex.xyz = lerp( vertex.xyz , ( float3(0,0, distanceToOrifice) + ( min( length( sphereifyDistance ) , _Squeeze ) * sphereifyNormal ) ) , sphereifyFactor);
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float squeezeFactor = smoothstep( 0.0 , _SqueezeDist , vertex.z - distanceToOrifice);
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squeezeFactor = max( squeezeFactor , smoothstep( 0.0 , _SqueezeDist , distanceToOrifice - vertex.z));
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squeezeFactor = 1- (1-squeezeFactor) * smoothstep(0,0.01,vertex.z) * behind * (1-enterFactor);
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vertex.xy = lerp( ( normalize(vertex.xy) * min( length( vertex.xy ) , _Squeeze ) ) , vertex.xy , squeezeFactor);
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float bulgeFactor = 1-smoothstep( 0.0 , _BulgeOffset , abs( ( finalOrificeDistance - vertex.z ) ));
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float bulgeFactorBaseClip = smoothstep( 0.0 , 0.05 , vertex.z);
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vertex.xy *= lerp( 1.0 , ( 1.0 + _BulgePower) , ( bulgeFactor * bulgeFactorBaseClip * behind * (1-enterFactor)));
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float t = saturate(vertexBaseTipPosition);
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float oneMinusT = 1 - t;
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float3 bezierPoint = oneMinusT * oneMinusT * oneMinusT * bezierBasePosition + 3 * oneMinusT * oneMinusT * t * bezierBaseNormal + 3 * oneMinusT * t * t * bezierOrificeNormal + t * t * t * bezierOrificePosition;
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float3 straightLine = (float3(0.0 , 0.0 , vertex.z));
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float baseFactor = smoothstep( 0.05 , -0.05 , vertex.z);
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bezierPoint = lerp( bezierPoint , straightLine , baseFactor);
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bezierPoint = lerp( ( ( finalOrificeNormal * ( vertex.z - finalOrificeDistance ) ) + finalOrificePosition ) , bezierPoint , step( vertexBaseTipPosition , 1.0 ));
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float3 bezierDerivitive = 3 * oneMinusT * oneMinusT * (bezierBaseNormal - bezierBasePosition) + 6 * oneMinusT * t * (bezierOrificeNormal - bezierBaseNormal) + 3 * t * t * (bezierOrificePosition - bezierOrificeNormal);
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bezierDerivitive = normalize( lerp( bezierDerivitive , float3(0,0,1) , baseFactor) );
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float bezierUpness = dot( bezierDerivitive , float3( 0,1,0 ) );
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float3 bezierUp = lerp( float3(0,1,0) , float3( 0,0,-1 ) , saturate( bezierUpness ));
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float bezierDownness = dot( bezierDerivitive , float3( 0,-1,0 ) );
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bezierUp = normalize( lerp( bezierUp , float3( 0,0,1 ) , saturate( bezierDownness )) );
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float3 bezierSpaceX = normalize( cross( bezierDerivitive , bezierUp ) );
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float3 bezierSpaceY = normalize( cross( bezierDerivitive , -bezierSpaceX ) );
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float3 bezierSpaceVertexOffset = ( ( vertex.y * bezierSpaceY ) + ( vertex.x * -bezierSpaceX ) );
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float3 bezierSpaceVertexOffsetNormal = normalize( bezierSpaceVertexOffset );
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float distanceFromTip = ( finalOrificeDistance - vertex.z );
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float3 bezierSpaceVertexOffsetFinal = lerp( bezierSpaceVertexOffset , bezierSpaceVertexOffset , enterFactor);
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float3 bezierConstructedVertex = ( bezierPoint + bezierSpaceVertexOffsetFinal );
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normal = normalize( ( ( -bezierSpaceX * normal.x ) + ( bezierSpaceY * normal.y ) + ( bezierDerivitive * normal.z ) ) );
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vertex.xyz = bezierConstructedVertex;
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vertex.w = 1;
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}
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#endif
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#ifdef RALIV_ORIFICE
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float3 getBlendOffset(float blendSampleIndex, float activationDepth, float activationSmooth, int vertexID, float penetrationDepth, float3 normal, float3 tangent, float3 binormal) {
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float blendTextureSize = 1024;
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float2 blendSampleUV = (float2(( ( fmod( (float)vertexID , blendTextureSize ) + 0.5 ) / (blendTextureSize) ) , ( ( ( floor( ( vertexID / (blendTextureSize) ) ) + 0.5 ) / (blendTextureSize) ) + blendSampleIndex/8 )));
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float3 sampledBlend = tex2Dlod( _OrificeData, float4( blendSampleUV, 0, 0.0) ).rgb;
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float blendActivation = smoothstep( ( activationDepth ) , ( activationDepth + activationSmooth ) , penetrationDepth);
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blendActivation = -cos(blendActivation*3.1416)*0.5+0.5;
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float3 blendOffset = ( ( sampledBlend - float3(1,1,1)) * (blendActivation) * _BlendshapePower * _BlendshapeBadScaleFix );
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return ( ( blendOffset.x * normal ) + ( blendOffset.y * tangent ) + ( blendOffset.z * binormal ) );
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}
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void OrificeReshape(inout float4 vertex, inout float3 normal, float3 tangent, int vertexId) {
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float orificeChannel=0;
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float penetratorLength = 0.1;
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float penetratorDistance;
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float3 orificePositionTracker = float3(0,0,-100);
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float3 orificeNormalTracker = float3(0,0,-99);
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float3 penetratorPositionTracker = float3(0,0,100);
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float orificeType=0;
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GetBestLights(orificeChannel, orificeType, orificePositionTracker, orificeNormalTracker, penetratorPositionTracker, penetratorLength);
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penetratorDistance = distance(orificePositionTracker, penetratorPositionTracker );
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float penetrationDepth = max(0, penetratorLength - penetratorDistance);
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float3 binormal = normalize(cross( normal , tangent ));
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vertex.xyz += getBlendOffset(0, 0, _EntryOpenDuration, vertexId, penetrationDepth, normal, tangent, binormal);
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vertex.xyz += getBlendOffset(2, _Shape1Depth, _Shape1Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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vertex.xyz += getBlendOffset(4, _Shape2Depth, _Shape2Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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vertex.xyz += getBlendOffset(6, _Shape3Depth, _Shape3Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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vertex.w = 1;
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normal += getBlendOffset(1, 0, _EntryOpenDuration, vertexId, penetrationDepth, normal, tangent, binormal);
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normal += getBlendOffset(3, _Shape1Depth, _Shape1Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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normal += getBlendOffset(5, _Shape2Depth, _Shape2Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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normal += getBlendOffset(7, _Shape3Depth, _Shape3Duration, vertexId, penetrationDepth, normal, tangent, binormal);
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normal = normalize(normal);
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}
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#endif
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