commit deefb61dd6846008104ed8f3a862cde57eeac2c3 Author: Studio Date: Sun Oct 4 15:08:44 2026 +0800 Gentix v1.0.24 diff --git a/Editor.meta b/Editor.meta new file mode 100644 index 0000000..54a0a1f --- /dev/null +++ b/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2b4ce59a57e94418292cfa5b84707b4c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Editor/Gentix.Editor.dll b/Editor/Gentix.Editor.dll new file mode 100644 index 0000000..6a3b4a9 Binary files /dev/null and b/Editor/Gentix.Editor.dll differ diff --git a/Editor/Gentix.Editor.dll.meta b/Editor/Gentix.Editor.dll.meta new file mode 100644 index 0000000..b16d35e --- /dev/null +++ b/Editor/Gentix.Editor.dll.meta @@ -0,0 +1,47 @@ +fileFormatVersion: 2 +guid: 8c6e1f6a0b1d4f9bb2c9a7e4f8061526 +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 1 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Standalone: Linux64 + second: + enabled: 1 + settings: {} + - first: + Standalone: OSXUniversal + second: + enabled: 1 + settings: {} + - first: + Standalone: Win + second: + enabled: 1 + settings: {} + - first: + Standalone: Win64 + second: + enabled: 1 + settings: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Editor/UI.meta b/Editor/UI.meta new file mode 100644 index 0000000..c11a033 --- /dev/null +++ b/Editor/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 34b1e64297b86b0478ddb5dcf18992c2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Editor/UI/GentixTheme.uss b/Editor/UI/GentixTheme.uss new file mode 100644 index 0000000..83cfeaa --- /dev/null +++ b/Editor/UI/GentixTheme.uss @@ -0,0 +1,420 @@ +/* Gentix editor UI theme (UI Toolkit / USS). + * + * Rules honored here (Unity USS does NOT support these): + * - no transform, overflow, z-index, box-shadow, text-shadow, transition, animation + * - no !important, no inherit/initial/unset + * - no gap / row-gap / column-gap: USS has no flex gap at all, so spacing + * is done with margins on the children + * - scrolling is done with a ScrollView element, never with overflow + * - font styles use -unity-font-style / -unity-text-align + * "Glass" is expressed with semi-transparent background-color plus a 1px + * border and border-radius, which is what USS can actually render. + */ + +:root { + --gentix-surface: rgba(28, 30, 36, 0.82); + --gentix-surface-raised: rgba(38, 41, 49, 0.88); + --gentix-surface-sunken: rgba(20, 22, 27, 0.72); + --gentix-border: rgba(255, 255, 255, 0.12); + --gentix-border-strong: rgba(255, 255, 255, 0.24); + --gentix-accent: rgba(74, 158, 255, 0.95); + --gentix-accent-muted: rgba(74, 158, 255, 0.22); + --gentix-success: rgba(96, 205, 138, 0.95); + --gentix-warning: rgba(240, 180, 80, 0.95); + --gentix-danger: rgba(238, 106, 106, 0.95); + --gentix-text: rgba(236, 238, 242, 1); + --gentix-text-dim: rgba(236, 238, 242, 0.62); + --gentix-radius: 6px; +} + +/* ---------- window shell ---------- */ + +.gentix-window { + flex-grow: 1; + background-color: var(--gentix-surface); + border-left-width: 1px; + border-right-width: 1px; + border-top-width: 1px; + border-bottom-width: 1px; + border-color: var(--gentix-border); +} + +.gentix-header { + flex-direction: row; + align-items: center; + justify-content: space-between; + padding-left: 16px; + padding-right: 16px; + padding-top: 14px; + padding-bottom: 14px; + background-color: var(--gentix-surface-raised); + border-bottom-width: 1px; + border-bottom-color: var(--gentix-border); +} + +.gentix-header-title { + font-size: 20px; + -unity-font-style: bold; + -unity-text-align: middle-left; + color: var(--gentix-text); +} + +.gentix-header-subtitle { + font-size: 12px; + -unity-text-align: middle-left; + color: var(--gentix-text-dim); +} + +.gentix-body { + flex-grow: 1; + padding-left: 16px; + padding-right: 16px; + padding-top: 12px; + padding-bottom: 12px; +} + +.gentix-footer { + flex-direction: row; + align-items: center; + justify-content: flex-end; + padding-left: 16px; + padding-right: 16px; + padding-top: 10px; + padding-bottom: 10px; + border-top-width: 1px; + border-top-color: var(--gentix-border); + background-color: var(--gentix-surface-raised); +} + +/* ---------- tabs ---------- */ + +.gentix-tabs { + flex-direction: row; + padding-left: 12px; + padding-right: 12px; + padding-top: 8px; + padding-bottom: 8px; + border-bottom-width: 1px; + border-bottom-color: var(--gentix-border); +} + +.gentix-tab { + min-height: 26px; + padding-left: 14px; + padding-right: 14px; + padding-top: 4px; + padding-bottom: 4px; + background-color: rgba(255, 255, 255, 0.04); + border-width: 1px; + border-color: var(--gentix-border); + border-radius: var(--gentix-radius); + color: var(--gentix-text-dim); + -unity-font-style: bold; + -unity-text-align: middle-center; +} + +.gentix-tab:hover { + background-color: rgba(255, 255, 255, 0.09); + color: var(--gentix-text); +} + +.gentix-tab--active { + background-color: var(--gentix-accent-muted); + border-color: var(--gentix-accent); + color: var(--gentix-text); +} + +/* ---------- cards / sections ---------- */ + +.gentix-card > * { + margin-bottom: 6px; +} + +.gentix-card { + flex-direction: column; + padding-left: 12px; + padding-right: 12px; + padding-top: 10px; + padding-bottom: 10px; + margin-bottom: 10px; + background-color: var(--gentix-surface-sunken); + border-width: 1px; + border-color: var(--gentix-border); + border-radius: var(--gentix-radius); +} + +.gentix-card-title { + font-size: 13px; + -unity-font-style: bold; + -unity-text-align: middle-left; + color: var(--gentix-accent); + white-space: nowrap; +} + +.gentix-section-title { + font-size: 15px; + -unity-font-style: bold; + -unity-text-align: middle-left; + color: var(--gentix-text); + margin-top: 6px; + margin-bottom: 6px; +} + +.gentix-text { + color: var(--gentix-text); + -unity-text-align: upper-left; + white-space: normal; +} + +.gentix-text-dim { + color: var(--gentix-text-dim); + -unity-text-align: upper-left; + white-space: normal; +} + +.gentix-status-dot { + width: 10px; + height: 10px; + min-width: 10px; + border-radius: 5px; + margin-right: 6px; +} + +.gentix-status-ok { + background-color: var(--gentix-success); +} + +.gentix-status-off { + background-color: var(--gentix-danger); +} + +/* ---------- controls ---------- */ + +.gentix-button { + min-height: 28px; + padding-left: 14px; + padding-right: 14px; + padding-top: 5px; + padding-bottom: 5px; + background-color: var(--gentix-accent); + border-width: 1px; + border-color: var(--gentix-accent); + border-radius: var(--gentix-radius); + color: var(--gentix-text); + -unity-font-style: bold; + -unity-text-align: middle-center; +} + +.gentix-button:hover { + background-color: rgba(96, 172, 255, 1); +} + +.gentix-button--secondary { + background-color: rgba(255, 255, 255, 0.06); + border-color: var(--gentix-border-strong); + color: var(--gentix-text); +} + +.gentix-row > * { + margin-right: 8px; +} + +.gentix-row { + flex-direction: row; + align-items: center; +} + +.gentix-field-label { + color: var(--gentix-text-dim); + min-width: 140px; + -unity-text-align: middle-left; +} +/* ---------- launchpad shell (macOS-style translucent panel) ---------- +* Glass is rgba background + hairline border + rounded corners. USS has no + * backdrop blur, so translucency is achieved by letting the editor backdrop + * show through the panel background. + */ + +.gentix-launchpad { + flex-grow: 1; + background-color: rgba(30, 32, 38, 0.72); + padding-left: 18px; + padding-right: 18px; + padding-top: 14px; + padding-bottom: 10px; +} + +/* category pills, like the Launchpad tab bar */ +.gentix-catbar { + flex-direction: row; + align-items: center; + flex-wrap: wrap; + padding-bottom: 14px; +} + + margin-right: 6px; + margin-bottom: 6px; +.gentix-cat { + min-height: 24px; + padding-left: 16px; + padding-right: 16px; + padding-top: 4px; + padding-bottom: 4px; + background-color: rgba(255, 255, 255, 0.06); + border-width: 1px; + border-color: rgba(255, 255, 255, 0.10); + border-radius: 12px; + color: rgba(236, 238, 242, 0.72); + -unity-font-style: bold; + -unity-text-align: middle-center; +} + +.gentix-cat:hover { + background-color: rgba(255, 255, 255, 0.11); +} + +.gentix-cat--active { + background-color: rgba(255, 255, 255, 0.18); + border-color: rgba(255, 255, 255, 0.28); + color: rgba(255, 255, 255, 1); +} + +/* icon grid */ +.gentix-grid { + flex-direction: row; + flex-wrap: wrap; +} + + margin-right: 14px; + margin-bottom: 14px; +.gentix-tile { + width: 132px; + min-height: 132px; + align-items: center; + padding-left: 8px; + padding-right: 8px; + padding-top: 12px; + padding-bottom: 12px; + background-color: rgba(255, 255, 255, 0.05); + border-width: 1px; + border-color: rgba(255, 255, 255, 0.12); + border-radius: 14px; +} + +.gentix-tile:hover { + background-color: rgba(255, 255, 255, 0.10); +} + +.gentix-tile--selected { + background-color: rgba(255, 255, 255, 0.16); + border-color: rgba(255, 255, 255, 0.40); +} + +.gentix-tile__glyph { + width: 58px; + height: 58px; + min-width: 58px; + border-radius: 14px; + font-size: 26px; + -unity-font-style: bold; + -unity-text-align: middle-center; + color: rgba(255, 255, 255, 1); +} + +.gentix-tile__name { + margin-top: 8px; + font-size: 12px; + -unity-font-style: bold; + -unity-text-align: middle-center; + color: rgba(255, 255, 255, 1); + white-space: normal; +} + +.gentix-tile__sub { + margin-top: 3px; + font-size: 10px; + -unity-text-align: upper-center; + color: rgba(236, 238, 242, 0.60); + white-space: normal; +} + +/* tile accents */ +.tile-blue { background-color: rgba(66, 133, 244, 0.85); } +.tile-green { background-color: rgba(52, 168, 104, 0.85); } +.tile-orange { background-color: rgba(240, 140, 50, 0.85); } +.tile-purple { background-color: rgba(150, 96, 232, 0.85); } +.tile-pink { background-color: rgba(232, 96, 168, 0.85); } +.tile-teal { background-color: rgba(48, 190, 190, 0.85); } +.tile-grey { background-color: rgba(120, 124, 136, 0.85); } + +/* detail panel below the grid */ +.gentix-detail { + margin-top: 16px; + padding-left: 14px; + padding-right: 14px; + padding-top: 12px; + padding-bottom: 12px; + background-color: rgba(16, 17, 21, 0.55); + border-width: 1px; + border-color: rgba(255, 255, 255, 0.12); + border-radius: 12px; +} + +/* progress bar: an empty track with a fill child whose width is set in C# */ +.gentix-progress { + height: 10px; + min-height: 10px; + margin-top: 8px; + background-color: rgba(255, 255, 255, 0.10); + border-radius: 5px; +} + +.gentix-progress__fill { + height: 10px; + width: 0%; + background-color: rgba(66, 133, 244, 0.95); + border-radius: 5px; +} + +.gentix-progress__fill--done { + background-color: rgba(52, 168, 104, 0.95); +} + +.gentix-progress__fill--failed { + background-color: rgba(238, 106, 106, 0.95); +} + +.gentix-badge { + padding-left: 8px; + padding-right: 8px; + padding-top: 2px; + padding-bottom: 2px; + border-radius: 8px; + font-size: 10px; + -unity-font-style: bold; + -unity-text-align: middle-center; + color: rgba(255, 255, 255, 1); + background-color: rgba(255, 255, 255, 0.16); +} + +/* pagination dots */ +.gentix-dots { + flex-direction: row; + align-items: center; + justify-content: center; + margin-top: 12px; +} + 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mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Resources/VFX/Textures/symbol_02.png + uploadId: 943096 diff --git a/Resources/VFX/Textures/texture_prompts.txt b/Resources/VFX/Textures/texture_prompts.txt new file mode 100644 index 0000000..47de055 --- /dev/null +++ b/Resources/VFX/Textures/texture_prompts.txt @@ -0,0 +1,544 @@ +# VFX Particle Texture Generation Prompts for Gemini/AI +# All textures: Pure white on transparent, PNG with alpha channel +# Save to: Assets/Gentix AI Pro/Resources/VFX/Textures/ + +================================================================================ +## 基本 (Basic) +================================================================================ + +### 1. SoftParticle.png (汎用ソフト円形) +Generate a VFX particle texture for Unity. +- Size: 256x256 pixels +- Shape: Soft circular gradient, bright white center fading smoothly to transparent edges +- Color: Pure white (RGB 255,255,255) +- Background: Fully transparent (alpha = 0) +- Format: PNG with alpha channel +- Style: Smooth radial falloff, no hard edges + +### 2. Fire.png (炎用) +Generate a VFX fire particle texture for Unity. +- Size: 256x256 pixels +- Shape: Flame-like wispy shape, irregular edges with noise +- Color: Pure white (will be tinted in engine) +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Organic flame silhouette, brighter in center, soft dissolving edges +- Reference: Stylized cartoon fire, not realistic photo + +### 3. Smoke.png (煙用) +Generate a VFX smoke particle texture for Unity. +- Size: 256x256 pixels +- Shape: Soft, fluffy cloud-like shape with organic edges +- Color: Pure white +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Billowy, puffy smoke puff, very soft edges, slight noise variation + +### 4. Spark.png (スパーク/グロー用) +Generate a VFX spark/glow particle texture for Unity. +- Size: 256x256 pixels +- Shape: Intense bright center point with radial glow falloff +- Color: Pure white +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Hot glowing ember, very bright concentrated center, soft exponential falloff + +### 5. MagicStar.png (魔法/キラキラ用) +Generate a VFX magic sparkle particle texture for Unity. +- Size: 256x256 pixels +- Shape: 4-pointed or 6-pointed star with soft glow +- Color: Pure white +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Anime/fantasy magic sparkle, bright star shape with subtle lens flare rays + +### 6. Trail.png (トレイル/ライン用) +Generate a VFX trail texture for Unity. +- Size: 256x64 pixels (wide rectangle) +- Shape: Horizontal gradient, solid on left fading to transparent on right +- Color: Pure white +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Smooth linear falloff for ribbon/trail effects + +### 7. SciFiCircuit.png (サイバー/回路用) +Generate a VFX sci-fi circuit particle texture for Unity. +- Size: 256x256 pixels +- Shape: Tech circuit pattern, geometric lines and nodes +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Cyberpunk/sci-fi circuitry, clean geometric lines, glowing nodes at intersections + +### 8. Noise.png (ノイズ/ディストーション用) +Generate a VFX noise texture for Unity. +- Size: 256x256 pixels +- Shape: Seamless tileable perlin/simplex noise pattern +- Color: Grayscale (black to white) +- Background: None (full coverage) +- Format: PNG +- Style: Organic flowing noise, good for distortion and turbulence effects + +================================================================================ +## 🌸 自然・植物系 (Nature/Plants) +================================================================================ + +### 9. Leaf.png (葉っぱ) +Generate a VFX leaf particle texture for Unity. +- Size: 256x256 pixels +- Shape: Simple leaf silhouette with stem +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Stylized single leaf shape, slightly curved, soft edges + +### 10. Petal.png (花びら) +Generate a VFX flower petal particle texture for Unity. +- Size: 256x256 pixels +- Shape: Soft curved petal shape, like cherry blossom or rose petal +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Delicate, slightly translucent looking, organic curved edges + +### 11. Flower.png (花) +Generate a VFX flower particle texture for Unity. +- Size: 256x256 pixels +- Shape: Simple 5-petal flower viewed from above +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Stylized sakura/cherry blossom, soft petals with bright center + +### 12. Branch.png (枝) +Generate a VFX tree branch texture for Unity. +- Size: 512x128 pixels (horizontal) +- Shape: Organic branching pattern, thick to thin +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Natural tree branch with smaller twigs splitting off + +### 13. Dandelion.png (種/タンポポ) +Generate a VFX dandelion seed particle texture for Unity. +- Size: 256x256 pixels +- Shape: Fluffy dandelion seed with wispy strands +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Delicate floating seed with soft radiating fibers + +### 14. Grass.png (草) +Generate a VFX grass blade particle texture for Unity. +- Size: 128x256 pixels (vertical) +- Shape: Single grass blade, thin and tapered +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Simple curved grass strand, pointed tip + +### 15. Vine.png (蔦/つる) +Generate a VFX vine texture for Unity. +- Size: 512x128 pixels (horizontal) +- Shape: Curling vine with small leaves +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Organic curling plant tendril with leaf accents + +================================================================================ +## ❄️ 氷・水系 (Ice/Water) +================================================================================ + +### 16. Snowflake.png (雪の結晶) +Generate a VFX snowflake particle texture for Unity. +- Size: 256x256 pixels +- Shape: Detailed 6-pointed snowflake crystal +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Geometric ice crystal pattern, intricate but clean + +### 17. IceShard.png (氷の破片) +Generate a VFX ice shard particle texture for Unity. +- Size: 256x256 pixels +- Shape: Sharp angular ice crystal fragment +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Jagged crystalline shape, sharp edges, slight transparency variation + +### 18. Frost.png (霜) +Generate a VFX frost pattern texture for Unity. +- Size: 256x256 pixels +- Shape: Branching frost/ice crystal growth pattern +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Organic ice formation like frost on window, fernlike branching + +### 19. WaterDrop.png (水滴) +Generate a VFX water droplet particle texture for Unity. +- Size: 256x256 pixels +- Shape: Round water drop with highlight +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Glossy water droplet, bright specular highlight, soft edge + +### 20. Splash.png (水しぶき) +Generate a VFX water splash particle texture for Unity. +- Size: 256x256 pixels +- Shape: Water splash crown or droplet burst +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Dynamic water splash moment, multiple droplets radiating + +### 21. Bubble.png (泡) +Generate a VFX bubble particle texture for Unity. +- Size: 256x256 pixels +- Shape: Transparent soap bubble with highlight +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Iridescent bubble, rim highlight, mostly transparent center + +### 22. Ripple.png (波紋) +Generate a VFX water ripple texture for Unity. +- Size: 256x256 pixels +- Shape: Concentric circular ripple rings +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Expanding water rings, fading outward + +================================================================================ +## ⚡ エネルギー・魔法系 (Energy/Magic) +================================================================================ + +### 23. Lightning.png (雷) +Generate a VFX lightning bolt texture for Unity. +- Size: 512x256 pixels +- Shape: Jagged lightning bolt with branches +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Electric discharge, main bolt with smaller forks, glowing edges + +### 24. ElectricArc.png (電気アーク) +Generate a VFX electric arc texture for Unity. +- Size: 256x64 pixels (horizontal strip) +- Shape: Wavy electric current line +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Plasma arc, irregular wavy line with glow + +### 25. MagicCircle.png (魔法陣) +Generate a VFX magic circle texture for Unity. +- Size: 512x512 pixels +- Shape: Ornate circular magic symbol with runes +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Fantasy spell circle, geometric patterns, mystical symbols + +### 26. Rune.png (ルーン文字) +Generate a VFX rune symbol texture for Unity. +- Size: 256x256 pixels +- Shape: Single mystical rune or glyph +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Ancient magical symbol, angular mystical letter + +### 27. EnergyRing.png (エネルギーリング) +Generate a VFX energy ring texture for Unity. +- Size: 256x256 pixels +- Shape: Glowing ring/circle with energy fluctuations +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Power ring, slight thickness variation, inner glow + +### 28. Aura.png (オーラ) +Generate a VFX aura particle texture for Unity. +- Size: 256x256 pixels +- Shape: Flowing energy wisps rising upward +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Rising flame-like energy, ethereal flowing shape + +### 29. OrbCore.png (オーブコア) +Generate a VFX orb core texture for Unity. +- Size: 256x256 pixels +- Shape: Glowing magical orb with inner energy +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Mystical sphere, bright center with swirling inner pattern + +================================================================================ +## 🔥 炎・爆発系 (Fire/Explosion) +================================================================================ + +### 30. Explosion.png (爆発) +Generate a VFX explosion particle texture for Unity. +- Size: 256x256 pixels +- Shape: Explosive burst, radiating irregular shape +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Comic/anime style explosion puff, dynamic radiating edges + +### 31. Ember.png (火の粉) +Generate a VFX ember particle texture for Unity. +- Size: 128x128 pixels +- Shape: Small glowing ember chunk +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Hot coal fragment, irregular small shape with intense glow + +### 32. FireballCore.png (火球コア) +Generate a VFX fireball core texture for Unity. +- Size: 256x256 pixels +- Shape: Intense hot sphere with flame wisps +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Blazing orb center, bright core with trailing flame edges + +### 33. FlameWisp.png (炎の揺らぎ) +Generate a VFX flame wisp texture for Unity. +- Size: 256x256 pixels +- Shape: Single elongated flame tongue +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Vertical flame lick, tapered top, wavy edges + +### 34. Ash.png (灰) +Generate a VFX ash particle texture for Unity. +- Size: 128x128 pixels +- Shape: Small irregular ash flake +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Thin burnt paper fragment, curled edges + +================================================================================ +## 🌟 Sci-Fi・サイバー系 (Sci-Fi/Cyber) +================================================================================ + +### 35. HexGrid.png (ヘックスグリッド) +Generate a VFX hexagonal grid texture for Unity. +- Size: 256x256 pixels +- Shape: Honeycomb hexagon pattern +- Color: Pure white lines on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Tech/sci-fi hex grid, clean geometric lines + +### 36. DigitalGlitch.png (デジタルグリッチ) +Generate a VFX digital glitch texture for Unity. +- Size: 256x256 pixels +- Shape: Fragmented, displaced rectangular blocks +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Data corruption effect, offset blocks, scan lines + +### 37. HologramLines.png (ホログラムライン) +Generate a VFX hologram scan line texture for Unity. +- Size: 256x256 pixels +- Shape: Horizontal scan lines with slight wave +- Color: Pure white on transparent (varying opacity lines) +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Retro hologram display, parallel lines with gaps + +### 38. DataStream.png (データストリーム) +Generate a VFX data stream particle texture for Unity. +- Size: 128x512 pixels (vertical) +- Shape: Flowing binary/matrix style vertical pattern +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Matrix rain, flowing code characters or dots + +### 39. CircuitNode.png (回路ノード) +Generate a VFX circuit node texture for Unity. +- Size: 256x256 pixels +- Shape: Central node with radiating circuit lines +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Tech hub point, glowing center with geometric line connections + +### 40. LaserBeam.png (レーザービーム) +Generate a VFX laser beam texture for Unity. +- Size: 256x64 pixels (horizontal) +- Shape: Intense center line with soft glow edges +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Concentrated beam, bright core with falloff + +### 41. Crosshair.png (クロスヘア/照準) +Generate a VFX crosshair/target texture for Unity. +- Size: 256x256 pixels +- Shape: Tech targeting reticle with circles and lines +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Futuristic HUD element, geometric precision + +================================================================================ +## 💀 ダーク・ゴシック系 (Dark/Gothic) +================================================================================ + +### 42. Skull.png (骸骨) +Generate a VFX skull particle texture for Unity. +- Size: 256x256 pixels +- Shape: Stylized skull face +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Simple iconic skull, slightly stylized, not too realistic + +### 43. SoulWisp.png (魂の炎) +Generate a VFX soul wisp texture for Unity. +- Size: 256x256 pixels +- Shape: Ghostly flame wisp, ethereal shape +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Supernatural floating flame, wavy ethereal form + +### 44. DarkMist.png (闇の霧) +Generate a VFX dark mist texture for Unity. +- Size: 256x256 pixels +- Shape: Creeping fog tendrils +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Ominous crawling mist, wispy reaching shapes + +### 45. Chains.png (鎖) +Generate a VFX chain link texture for Unity. +- Size: 64x256 pixels (vertical) +- Shape: Connected chain links +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Metal chain segment, interlocking oval links + +================================================================================ +## ⚔️ アクション・戦闘系 (Action/Combat) +================================================================================ + +### 46. Slash.png (斬撃) +Generate a VFX slash attack texture for Unity. +- Size: 512x256 pixels +- Shape: Curved sword slash arc +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Anime action slash, curved arc with sharp edges and motion trail + +### 47. ImpactRing.png (衝撃波リング) +Generate a VFX impact shockwave ring texture for Unity. +- Size: 256x256 pixels +- Shape: Expanding ring with distortion edges +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Ground pound impact, circular wave with debris-like edge + +### 48. SpeedLines.png (スピードライン) +Generate a VFX speed lines texture for Unity. +- Size: 256x256 pixels +- Shape: Radiating motion blur lines from center +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Manga/anime speed effect, converging action lines + +### 49. HitSpark.png (ヒットスパーク) +Generate a VFX hit spark texture for Unity. +- Size: 256x256 pixels +- Shape: Sharp radiating impact spark +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Comic book impact flash, sharp pointed rays + +### 50. Debris.png (破片) +Generate a VFX debris chunk texture for Unity. +- Size: 128x128 pixels +- Shape: Irregular rock/concrete fragment +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Broken material chunk, rough angular shape + +================================================================================ +## 🎆 特殊効果系 (Special Effects) +================================================================================ + +### 51. Confetti.png (紙吹雪) +Generate a VFX confetti particle texture for Unity. +- Size: 128x128 pixels +- Shape: Small rectangular paper piece +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Celebration confetti, simple flat rectangle + +### 52. Feather.png (羽根) +Generate a VFX feather particle texture for Unity. +- Size: 256x128 pixels +- Shape: Soft bird feather +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Delicate floating feather, detailed barbs + +### 53. Dust.png (埃/チリ) +Generate a VFX dust particle texture for Unity. +- Size: 64x64 pixels +- Shape: Tiny irregular speck +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Atmospheric dust mote, subtle soft shape + +### 54. Lens Flare.png (レンズフレア) +Generate a VFX lens flare texture for Unity. +- Size: 256x256 pixels +- Shape: Hexagonal/circular bokeh with rays +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Camera lens artifact, bright center with subtle rays + +### 55. Aurora.png (オーロラ) +Generate a VFX aurora texture for Unity. +- Size: 512x256 pixels +- Shape: Flowing curtain wave pattern +- Color: Pure white on transparent +- Background: Fully transparent +- Format: PNG with alpha channel +- Style: Northern lights ribbon, wavy vertical striations + +================================================================================ +# Usage Notes: +# 1. Generate each texture using the prompt above +# 2. Save as PNG with transparency +# 3. Place in: Assets/Gentix AI Pro/Resources/VFX/Textures/ +# 4. Unity will auto-import, set alphaIsTransparency = true in import settings +# 5. Reference in VFX presets by texture name +================================================================================ diff --git a/Resources/VFX/Textures/texture_prompts.txt.meta b/Resources/VFX/Textures/texture_prompts.txt.meta new file mode 100644 index 0000000..6109e99 --- /dev/null +++ b/Resources/VFX/Textures/texture_prompts.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: acbf94dc47feb403bbdc6811a6a910b0 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Resources/VFX/Textures/texture_prompts.txt + uploadId: 943096 diff --git a/Resources/VFX/Textures/trace_01.png b/Resources/VFX/Textures/trace_01.png new file mode 100644 index 0000000..d449411 Binary files /dev/null and b/Resources/VFX/Textures/trace_01.png differ diff --git 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Caustics.meta b/Shaders/Caustics.meta new file mode 100644 index 0000000..3668a7b --- /dev/null +++ b/Shaders/Caustics.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bff611ec25fcf40999dfd4044f540557 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Caustics/GentixCaustics.shader b/Shaders/Caustics/GentixCaustics.shader new file mode 100644 index 0000000..d614fa0 --- /dev/null +++ b/Shaders/Caustics/GentixCaustics.shader @@ -0,0 +1,216 @@ +Shader "Gentix/Caustics" +{ + Properties + { + [Header(Caustics Settings)] + _CausticsTex ("Caustics Texture", 2D) = "white" {} + _CausticsColor ("Caustics Color", Color) = (1, 1, 1, 1) + _CausticsIntensity ("Intensity", Range(0, 3)) = 1.0 + + [Header(Animation)] + _Speed1 ("Layer 1 Speed", Vector) = (0.1, 0.1, 0, 0) + _Speed2 ("Layer 2 Speed", Vector) = (-0.07, 0.05, 0, 0) + _Scale1 ("Layer 1 Scale", Float) = 1.0 + _Scale2 ("Layer 2 Scale", Float) = 1.2 + + [Header(Depth Fade)] + _DepthFadeStart ("Depth Fade Start", Float) = 0.0 + _DepthFadeEnd ("Depth Fade End", Float) = 10.0 + + [Header(Projection)] + _ProjectionHeight ("Projection Height", Float) = 5.0 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent+100" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "CausticsURP" + + Blend One One + ZWrite Off + Cull Back + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float4 screenPos : TEXCOORD2; + float fogFactor : TEXCOORD3; + }; + + TEXTURE2D(_CausticsTex); + SAMPLER(sampler_CausticsTex); + + CBUFFER_START(UnityPerMaterial) + float4 _CausticsTex_ST; + float4 _CausticsColor; + float _CausticsIntensity; + float4 _Speed1; + float4 _Speed2; + float _Scale1; + float _Scale2; + float _DepthFadeStart; + float _DepthFadeEnd; + float _ProjectionHeight; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz); + OUT.uv = IN.uv; + OUT.screenPos = ComputeScreenPos(OUT.positionCS); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + // World position based UV for seamless projection + float2 worldUV = IN.worldPos.xz; + + // Animated dual-layer caustics + float time = _Time.y; + float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy; + float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy; + + // Sample both layers + float caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv1).r; + float caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv2).r; + + // Combine with min for more realistic caustics pattern + float caustics = min(caustics1, caustics2); + caustics = pow(caustics, 1.5) * 2.0; // Contrast boost + + // Depth-based fade (if depth texture available) + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + float depth = SampleSceneDepth(screenUV); + float linearDepth = LinearEyeDepth(depth, _ZBufferParams); + float depthFade = saturate((linearDepth - _DepthFadeStart) / (_DepthFadeEnd - _DepthFadeStart)); + depthFade = 1.0 - depthFade; + + // Final color + float3 color = _CausticsColor.rgb * caustics * _CausticsIntensity * depthFade; + + // Apply fog + color = MixFog(color, IN.fogFactor); + + return float4(color, caustics * _CausticsColor.a * depthFade); + } + ENDHLSL + } + } + + // Built-in Render Pipeline fallback + SubShader + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent+100" + } + + Pass + { + Name "CausticsBuiltIn" + + Blend One One + ZWrite Off + Cull Back + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + sampler2D _CausticsTex; + float4 _CausticsTex_ST; + float4 _CausticsColor; + float _CausticsIntensity; + float4 _Speed1; + float4 _Speed2; + float _Scale1; + float _Scale2; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.uv = v.uv; + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + // World position based UV + float2 worldUV = i.worldPos.xz; + + // Animated dual-layer + float time = _Time.y; + float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy; + float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy; + + // Sample both layers + float caustics1 = tex2D(_CausticsTex, uv1).r; + float caustics2 = tex2D(_CausticsTex, uv2).r; + + // Combine + float caustics = min(caustics1, caustics2); + caustics = pow(caustics, 1.5) * 2.0; + + // Final color + fixed3 color = _CausticsColor.rgb * caustics * _CausticsIntensity; + + UNITY_APPLY_FOG(i.fogCoord, color); + + return fixed4(color, caustics * _CausticsColor.a); + } + ENDCG + } + } + + FallBack "Transparent/Diffuse" +} diff --git a/Shaders/Caustics/GentixCaustics.shader.meta b/Shaders/Caustics/GentixCaustics.shader.meta new file mode 100644 index 0000000..be9426b --- /dev/null +++ b/Shaders/Caustics/GentixCaustics.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 29cc4c20a7f2644ae8f99c7d830a5579 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Caustics/SynapticCaustics.shader + uploadId: 943096 diff --git a/Shaders/Character.meta b/Shaders/Character.meta new file mode 100644 index 0000000..4a87ffb --- /dev/null +++ b/Shaders/Character.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2013feabd49be423f954a46de25772f0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Character/SynapticEyePro.shader b/Shaders/Character/SynapticEyePro.shader new file mode 100644 index 0000000..7b2603f --- /dev/null +++ b/Shaders/Character/SynapticEyePro.shader @@ -0,0 +1,848 @@ +Shader "Gentix/EyePro" +{ + Properties + { + [Header(Iris)] + _IrisColor ("Iris Color", Color) = (0.3, 0.5, 0.8, 1) + _IrisTex ("Iris Texture", 2D) = "white" {} + _IrisSize ("Iris Size", Range(0.1, 1)) = 0.5 + _IrisDepth ("Iris Depth (Parallax)", Range(0, 0.5)) = 0.15 + + [Header(Pupil)] + _PupilColor ("Pupil Color", Color) = (0.05, 0.05, 0.1, 1) + _PupilSize ("Pupil Size", Range(0.05, 0.5)) = 0.2 + _PupilDilation ("Pupil Dilation", Range(0.5, 2)) = 1.0 + _PupilSharpness ("Pupil Sharpness", Range(1, 20)) = 10 + + [Header(Sclera)] + _ScleraColor ("Sclera Color", Color) = (1, 0.98, 0.95, 1) + _ScleraTex ("Sclera Texture", 2D) = "white" {} + + [Header(Cornea Reflection)] + _ReflectionStrength ("Reflection Strength", Range(0, 2)) = 1.0 + _ReflectionSmoothness ("Reflection Smoothness", Range(0, 1)) = 0.95 + _Cubemap ("Environment Map", CUBE) = "" {} + + [Header(Highlight)] + _Highlight1Pos ("Highlight 1 Position", Vector) = (0.2, 0.3, 0, 0) + _Highlight1Size ("Highlight 1 Size", Range(0, 0.3)) = 0.08 + _Highlight1Strength ("Highlight 1 Strength", Range(0, 2)) = 1.5 + + _Highlight2Pos ("Highlight 2 Position", Vector) = (-0.15, -0.2, 0, 0) + _Highlight2Size ("Highlight 2 Size", Range(0, 0.2)) = 0.04 + _Highlight2Strength ("Highlight 2 Strength", Range(0, 2)) = 0.8 + + [Header(Limbal Ring)] + _LimbalColor ("Limbal Ring Color", Color) = (0.1, 0.15, 0.2, 1) + _LimbalWidth ("Limbal Ring Width", Range(0, 0.3)) = 0.1 + _LimbalStrength ("Limbal Ring Strength", Range(0, 2)) = 1.0 + + [Header(Caustics)] + _CausticsStrength ("Caustics Strength", Range(0, 1)) = 0.3 + _CausticsScale ("Caustics Scale", Range(1, 20)) = 8 + _CausticsSpeed ("Caustics Speed", Range(0, 2)) = 0.5 + + [Header(Subsurface)] + _SSSColor ("SSS Color", Color) = (1, 0.3, 0.2, 1) + _SSSStrength ("SSS Strength", Range(0, 1)) = 0.2 + + [Header(Rim Light)] + _RimColor ("Rim Color", Color) = (0.8, 0.9, 1, 1) + _RimPower ("Rim Power", Range(0.5, 10)) = 4 + _RimStrength ("Rim Strength", Range(0, 2)) = 0.5 + + [Header(Shadow)] + _ShadowColor ("Shadow Color", Color) = (0.3, 0.3, 0.4, 1) + _ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5 + } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _IrisColor; + float4 _IrisTex_ST; + float _IrisSize; + float _IrisDepth; + + float4 _PupilColor; + float _PupilSize; + float _PupilDilation; + float _PupilSharpness; + + float4 _ScleraColor; + + float _ReflectionStrength; + float _ReflectionSmoothness; + + float4 _Highlight1Pos; + float _Highlight1Size; + float _Highlight1Strength; + + float4 _Highlight2Pos; + float _Highlight2Size; + float _Highlight2Strength; + + float4 _LimbalColor; + float _LimbalWidth; + float _LimbalStrength; + + float _CausticsStrength; + float _CausticsScale; + float _CausticsSpeed; + + float4 _SSSColor; + float _SSSStrength; + + float4 _RimColor; + float _RimPower; + float _RimStrength; + + float4 _ShadowColor; + float _ShadowThreshold; + CBUFFER_END + + TEXTURE2D(_IrisTex); + SAMPLER(sampler_IrisTex); + TEXTURE2D(_ScleraTex); + SAMPLER(sampler_ScleraTex); + TEXTURECUBE(_Cubemap); + SAMPLER(sampler_Cubemap); + + // Simple noise for caustics + float noise2D(float2 p) + { + return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453); + } + + float smoothNoise(float2 p) + { + float2 i = floor(p); + float2 f = frac(p); + f = f * f * (3.0 - 2.0 * f); + + float a = noise2D(i); + float b = noise2D(i + float2(1, 0)); + float c = noise2D(i + float2(0, 1)); + float d = noise2D(i + float2(1, 1)); + + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + float caustics(float2 uv, float time) + { + float c1 = smoothNoise(uv * _CausticsScale + time * 0.5); + float c2 = smoothNoise(uv * _CausticsScale * 1.3 - time * 0.3); + return pow(c1 * c2, 2) * 4.0; + } + + ENDHLSL + + // ==================== URP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + "Queue" = "Geometry" + } + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fog + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 tangentWS : TEXCOORD3; + float3 bitangentWS : TEXCOORD4; + float3 viewDirTS : TEXCOORD5; + float fogFactor : TEXCOORD6; + }; + + Varyings vert(Attributes input) + { + Varyings output; + + VertexPositionInputs posInputs = GetVertexPositionInputs(input.positionOS.xyz); + VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + output.positionCS = posInputs.positionCS; + output.positionWS = posInputs.positionWS; + output.normalWS = normalInputs.normalWS; + output.tangentWS = normalInputs.tangentWS; + output.bitangentWS = normalInputs.bitangentWS; + output.uv = input.uv; + + // Tangent space view direction for parallax + float3 viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS); + float3x3 TBN = float3x3(normalInputs.tangentWS, normalInputs.bitangentWS, normalInputs.normalWS); + output.viewDirTS = mul(TBN, viewDirWS); + + output.fogFactor = ComputeFogFactor(posInputs.positionCS.z); + + return output; + } + + half4 frag(Varyings input) : SV_Target + { + // Centered UV + float2 centeredUV = input.uv - 0.5; + float dist = length(centeredUV); + + // Parallax offset for iris depth + float3 viewDirTS = normalize(input.viewDirTS); + float2 parallaxOffset = viewDirTS.xy / viewDirTS.z * _IrisDepth; + float2 irisUV = centeredUV + parallaxOffset; + float irisDist = length(irisUV); + + // Pupil (with dilation) + float pupilRadius = _PupilSize * _PupilDilation; + float pupilMask = 1.0 - saturate(pow(irisDist / pupilRadius, _PupilSharpness)); + + // Iris mask + float irisMask = saturate(1.0 - smoothstep(_IrisSize - 0.05, _IrisSize + 0.05, irisDist)); + irisMask *= (1.0 - pupilMask); + + // Limbal ring + float limbalDist = abs(irisDist - _IrisSize); + float limbalMask = (1.0 - smoothstep(0, _LimbalWidth, limbalDist)) * irisMask; + + // Sample iris texture + float2 irisTexUV = (irisUV / _IrisSize) * 0.5 + 0.5; + half4 irisTex = SAMPLE_TEXTURE2D(_IrisTex, sampler_IrisTex, irisTexUV); + + // Sample sclera + half4 scleraTex = SAMPLE_TEXTURE2D(_ScleraTex, sampler_ScleraTex, input.uv); + + // Build eye color + float3 eyeColor = _ScleraColor.rgb * scleraTex.rgb; + eyeColor = lerp(eyeColor, _IrisColor.rgb * irisTex.rgb, irisMask); + eyeColor = lerp(eyeColor, _LimbalColor.rgb, limbalMask * _LimbalStrength); + eyeColor = lerp(eyeColor, _PupilColor.rgb, pupilMask); + + // Caustics inside iris + float time = _Time.y * _CausticsSpeed; + float causticsValue = caustics(irisUV * 2.0, time); + eyeColor += causticsValue * _CausticsStrength * irisMask * (1.0 - pupilMask); + + // Normalize vectors + float3 N = normalize(input.normalWS); + float3 V = normalize(GetWorldSpaceViewDir(input.positionWS)); + + // Get main light + Light mainLight = GetMainLight(TransformWorldToShadowCoord(input.positionWS)); + float3 L = mainLight.direction; + + // Toon shading + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = step(_ShadowThreshold, halfLambert) * mainLight.shadowAttenuation; + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow); + + // Environment reflection (cornea) + float3 reflectDir = reflect(-V, N); + float3 envReflection = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, reflectDir, (1.0 - _ReflectionSmoothness) * 6.0).rgb; + float fresnel = pow(1.0 - saturate(dot(N, V)), 3.0); + float3 reflection = envReflection * _ReflectionStrength * fresnel; + + // Highlights (anime style) + float2 hl1UV = centeredUV - _Highlight1Pos.xy; + float hl1 = 1.0 - saturate(length(hl1UV) / _Highlight1Size); + hl1 = pow(hl1, 2.0) * _Highlight1Strength; + + float2 hl2UV = centeredUV - _Highlight2Pos.xy; + float hl2 = 1.0 - saturate(length(hl2UV) / _Highlight2Size); + hl2 = pow(hl2, 2.0) * _Highlight2Strength; + + float3 highlights = float3(1,1,1) * (hl1 + hl2); + + // Subsurface scattering + float sss = pow(saturate(dot(-V, L)), 3.0) * _SSSStrength; + float3 sssColor = _SSSColor.rgb * sss; + + // Rim light + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim; + + // Combine + float3 finalColor = eyeColor * diffuse * mainLight.color; + finalColor += reflection; + finalColor += highlights; + finalColor += sssColor; + finalColor += rimColor; + + finalColor = MixFog(finalColor, input.fogFactor); + + return half4(finalColor, 1); + } + ENDHLSL + } + + // Shadow Caster + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + + HLSLPROGRAM + #pragma vertex vertShadow + #pragma fragment fragShadow + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + float3 _LightDirection; + + float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection) + { + float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS)); + float scale = invNdotL * 0.001; + positionWS = lightDirection * 0.001 + positionWS; + positionWS = normalWS * scale.xxx + positionWS; + return positionWS; + } + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + }; + + Varyings vertShadow(Attributes input) + { + Varyings output; + float3 posWS = TransformObjectToWorld(input.positionOS.xyz); + float3 normalWS = TransformObjectToWorldNormal(input.normalOS); + posWS = ApplyShadowBiasCustom(posWS, normalWS, _LightDirection); + output.positionCS = TransformWorldToHClip(posWS); + #if UNITY_REVERSED_Z + output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + return output; + } + + half4 fragShadow(Varyings input) : SV_Target + { + return 0; + } + ENDHLSL + } + + // Depth Only + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + + HLSLPROGRAM + #pragma vertex vertDepth + #pragma fragment fragDepth + + struct Attributes + { + float4 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + }; + + Varyings vertDepth(Attributes input) + { + Varyings output; + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + return output; + } + + half4 fragDepth(Varyings input) : SV_Target + { + return 0; + } + ENDHLSL + } + } + + // ==================== Built-in SubShader ==================== + SubShader + { + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + } + + Pass + { + Name "ForwardBase" + Tags { "LightMode" = "ForwardBase" } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + sampler2D _IrisTex; + float4 _IrisTex_ST; + sampler2D _ScleraTex; + samplerCUBE _Cubemap; + + fixed4 _IrisColor; + float _IrisSize; + float _IrisDepth; + + fixed4 _PupilColor; + float _PupilSize; + float _PupilDilation; + float _PupilSharpness; + + fixed4 _ScleraColor; + + float _ReflectionStrength; + float _ReflectionSmoothness; + + float4 _Highlight1Pos; + float _Highlight1Size; + float _Highlight1Strength; + + float4 _Highlight2Pos; + float _Highlight2Size; + float _Highlight2Strength; + + fixed4 _LimbalColor; + float _LimbalWidth; + float _LimbalStrength; + + float _CausticsStrength; + float _CausticsScale; + float _CausticsSpeed; + + fixed4 _SSSColor; + float _SSSStrength; + + fixed4 _RimColor; + float _RimPower; + float _RimStrength; + + fixed4 _ShadowColor; + float _ShadowThreshold; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 viewDirTS : TEXCOORD3; + UNITY_FOG_COORDS(4) + SHADOW_COORDS(5) + }; + + float noise2D(float2 p) + { + return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453); + } + + float smoothNoise(float2 p) + { + float2 i = floor(p); + float2 f = frac(p); + f = f * f * (3.0 - 2.0 * f); + float a = noise2D(i); + float b = noise2D(i + float2(1, 0)); + float c = noise2D(i + float2(0, 1)); + float d = noise2D(i + float2(1, 1)); + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + float caustics(float2 uv, float time) + { + float c1 = smoothNoise(uv * _CausticsScale + time * 0.5); + float c2 = smoothNoise(uv * _CausticsScale * 1.3 - time * 0.3); + return pow(c1 * c2, 2) * 4.0; + } + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + + float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + float3 worldBitangent = cross(o.worldNormal, worldTangent) * v.tangent.w; + float3 viewDirWS = normalize(_WorldSpaceCameraPos - o.worldPos); + float3x3 TBN = float3x3(worldTangent, worldBitangent, o.worldNormal); + o.viewDirTS = mul(TBN, viewDirWS); + + UNITY_TRANSFER_FOG(o, o.pos); + TRANSFER_SHADOW(o); + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + float2 centeredUV = i.uv - 0.5; + float dist = length(centeredUV); + + float3 viewDirTS = normalize(i.viewDirTS); + float2 parallaxOffset = viewDirTS.xy / viewDirTS.z * _IrisDepth; + float2 irisUV = centeredUV + parallaxOffset; + float irisDist = length(irisUV); + + float pupilRadius = _PupilSize * _PupilDilation; + float pupilMask = 1.0 - saturate(pow(irisDist / pupilRadius, _PupilSharpness)); + + float irisMask = saturate(1.0 - smoothstep(_IrisSize - 0.05, _IrisSize + 0.05, irisDist)); + irisMask *= (1.0 - pupilMask); + + float limbalDist = abs(irisDist - _IrisSize); + float limbalMask = (1.0 - smoothstep(0, _LimbalWidth, limbalDist)) * irisMask; + + float2 irisTexUV = (irisUV / _IrisSize) * 0.5 + 0.5; + fixed4 irisTex = tex2D(_IrisTex, irisTexUV); + fixed4 scleraTex = tex2D(_ScleraTex, i.uv); + + float3 eyeColor = _ScleraColor.rgb * scleraTex.rgb; + eyeColor = lerp(eyeColor, _IrisColor.rgb * irisTex.rgb, irisMask); + eyeColor = lerp(eyeColor, _LimbalColor.rgb, limbalMask * _LimbalStrength); + eyeColor = lerp(eyeColor, _PupilColor.rgb, pupilMask); + + float time = _Time.y * _CausticsSpeed; + float causticsValue = caustics(irisUV * 2.0, time); + eyeColor += causticsValue * _CausticsStrength * irisMask * (1.0 - pupilMask); + + float3 N = normalize(i.worldNormal); + float3 V = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 L = normalize(_WorldSpaceLightPos0.xyz); + + float atten = SHADOW_ATTENUATION(i); + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = step(_ShadowThreshold, halfLambert) * atten; + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow); + + float3 reflectDir = reflect(-V, N); + float3 envReflection = texCUBElod(_Cubemap, float4(reflectDir, (1.0 - _ReflectionSmoothness) * 6.0)).rgb; + float fresnel = pow(1.0 - saturate(dot(N, V)), 3.0); + float3 reflection = envReflection * _ReflectionStrength * fresnel; + + float2 hl1UV = centeredUV - _Highlight1Pos.xy; + float hl1 = 1.0 - saturate(length(hl1UV) / _Highlight1Size); + hl1 = pow(hl1, 2.0) * _Highlight1Strength; + + float2 hl2UV = centeredUV - _Highlight2Pos.xy; + float hl2 = 1.0 - saturate(length(hl2UV) / _Highlight2Size); + hl2 = pow(hl2, 2.0) * _Highlight2Strength; + + float3 highlights = float3(1,1,1) * (hl1 + hl2); + + float sss = pow(saturate(dot(-V, L)), 3.0) * _SSSStrength; + float3 sssColor = _SSSColor.rgb * sss; + + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim; + + float3 finalColor = eyeColor * diffuse * _LightColor0.rgb; + finalColor += reflection; + finalColor += highlights; + finalColor += sssColor; + finalColor += rimColor; + + UNITY_APPLY_FOG(i.fogCoord, finalColor); + return fixed4(finalColor, 1); + } + ENDCG + } + + // Shadow Caster + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f + { + V2F_SHADOW_CASTER; + }; + + v2f vert(appdata v) + { + v2f o; + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + SHADOW_CASTER_FRAGMENT(i); + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "HDRenderPipeline" + "Queue" = "Geometry" + } + + Pass + { + Name "ForwardOnly" + Tags { "LightMode" = "ForwardOnly" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 4.5 + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _IrisColor; + float4 _IrisTex_ST; + float _IrisSize; + float _IrisDepth; + float4 _PupilColor; + float _PupilSize; + float _PupilDilation; + float _PupilSharpness; + float4 _ScleraColor; + float _ReflectionStrength; + float _ReflectionSmoothness; + float4 _Highlight1Pos; + float _Highlight1Size; + float _Highlight1Strength; + float4 _Highlight2Pos; + float _Highlight2Size; + float _Highlight2Strength; + float4 _LimbalColor; + float _LimbalWidth; + float _LimbalStrength; + float _CausticsStrength; + float _CausticsScale; + float _CausticsSpeed; + float4 _SSSColor; + float _SSSStrength; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + CBUFFER_END + + TEXTURE2D(_IrisTex); + SAMPLER(sampler_IrisTex); + TEXTURE2D(_ScleraTex); + SAMPLER(sampler_ScleraTex); + TEXTURECUBE(_Cubemap); + SAMPLER(sampler_Cubemap); + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 viewDirTS : TEXCOORD3; + }; + + float noise2D(float2 p) + { + return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453); + } + + float smoothNoise(float2 p) + { + float2 i = floor(p); + float2 f = frac(p); + f = f * f * (3.0 - 2.0 * f); + float a = noise2D(i); + float b = noise2D(i + float2(1, 0)); + float c = noise2D(i + float2(0, 1)); + float d = noise2D(i + float2(1, 1)); + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + float causticsFunc(float2 uv, float time) + { + float c1 = smoothNoise(uv * _CausticsScale + time * 0.5); + float c2 = smoothNoise(uv * _CausticsScale * 1.3 - time * 0.3); + return pow(c1 * c2, 2) * 4.0; + } + + Varyings vert(Attributes input) + { + Varyings output; + + output.positionWS = TransformObjectToWorld(input.positionOS.xyz); + output.positionCS = TransformWorldToHClip(output.positionWS); + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.uv = input.uv; + + float3 tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz); + float3 bitangentWS = cross(output.normalWS, tangentWS) * input.tangentOS.w; + float3 viewDirWS = GetWorldSpaceViewDir(output.positionWS); + float3x3 TBN = float3x3(tangentWS, bitangentWS, output.normalWS); + output.viewDirTS = mul(TBN, viewDirWS); + + return output; + } + + float4 frag(Varyings input) : SV_Target + { + float2 centeredUV = input.uv - 0.5; + float dist = length(centeredUV); + + float3 viewDirTS = normalize(input.viewDirTS); + float2 parallaxOffset = viewDirTS.xy / viewDirTS.z * _IrisDepth; + float2 irisUV = centeredUV + parallaxOffset; + float irisDist = length(irisUV); + + float pupilRadius = _PupilSize * _PupilDilation; + float pupilMask = 1.0 - saturate(pow(irisDist / pupilRadius, _PupilSharpness)); + + float irisMask = saturate(1.0 - smoothstep(_IrisSize - 0.05, _IrisSize + 0.05, irisDist)); + irisMask *= (1.0 - pupilMask); + + float limbalDist = abs(irisDist - _IrisSize); + float limbalMask = (1.0 - smoothstep(0, _LimbalWidth, limbalDist)) * irisMask; + + float2 irisTexUV = (irisUV / _IrisSize) * 0.5 + 0.5; + float4 irisTex = SAMPLE_TEXTURE2D(_IrisTex, sampler_IrisTex, irisTexUV); + float4 scleraTex = SAMPLE_TEXTURE2D(_ScleraTex, sampler_ScleraTex, input.uv); + + float3 eyeColor = _ScleraColor.rgb * scleraTex.rgb; + eyeColor = lerp(eyeColor, _IrisColor.rgb * irisTex.rgb, irisMask); + eyeColor = lerp(eyeColor, _LimbalColor.rgb, limbalMask * _LimbalStrength); + eyeColor = lerp(eyeColor, _PupilColor.rgb, pupilMask); + + float time = _Time.y * _CausticsSpeed; + float causticsValue = causticsFunc(irisUV * 2.0, time); + eyeColor += causticsValue * _CausticsStrength * irisMask * (1.0 - pupilMask); + + float3 N = normalize(input.normalWS); + float3 V = normalize(GetWorldSpaceViewDir(input.positionWS)); + float3 L = normalize(float3(0.5, 1, 0.3)); + + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = step(_ShadowThreshold, halfLambert); + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow); + + float3 reflectDir = reflect(-V, N); + float3 envReflection = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, reflectDir, (1.0 - _ReflectionSmoothness) * 6.0).rgb; + float fresnel = pow(1.0 - saturate(dot(N, V)), 3.0); + float3 reflection = envReflection * _ReflectionStrength * fresnel; + + float2 hl1UV = centeredUV - _Highlight1Pos.xy; + float hl1 = 1.0 - saturate(length(hl1UV) / _Highlight1Size); + hl1 = pow(hl1, 2.0) * _Highlight1Strength; + + float2 hl2UV = centeredUV - _Highlight2Pos.xy; + float hl2 = 1.0 - saturate(length(hl2UV) / _Highlight2Size); + hl2 = pow(hl2, 2.0) * _Highlight2Strength; + + float3 highlights = float3(1,1,1) * (hl1 + hl2); + + float sss = pow(saturate(dot(-V, L)), 3.0) * _SSSStrength; + float3 sssColor = _SSSColor.rgb * sss; + + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim; + + float3 finalColor = eyeColor * diffuse + reflection + highlights + sssColor + rimColor; + + return float4(finalColor, 1); + } + ENDHLSL + } + } + + FallBack "Diffuse" + CustomEditor "GentixEyeProEditor" +} diff --git a/Shaders/Character/SynapticEyePro.shader.meta b/Shaders/Character/SynapticEyePro.shader.meta new file mode 100644 index 0000000..9cb8882 --- /dev/null +++ b/Shaders/Character/SynapticEyePro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 75bb34e0ac07042dfa4db9dde6a54ab5 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Character/SynapticEyePro.shader + uploadId: 943096 diff --git a/Shaders/Character/SynapticHairPro.shader b/Shaders/Character/SynapticHairPro.shader new file mode 100644 index 0000000..64302ef --- /dev/null +++ b/Shaders/Character/SynapticHairPro.shader @@ -0,0 +1,941 @@ +Shader "Gentix/HairPro" +{ + Properties + { + [Header(Base)] + _MainTex ("Albedo", 2D) = "white" {} + _Color ("Color", Color) = (0.3, 0.2, 0.15, 1) + _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 + + [Header(Kajiya Kay Specular)] + _SpecularShift ("Specular Shift", Range(-1, 1)) = 0.1 + _ShiftTex ("Shift Texture", 2D) = "gray" {} + + [Header(Primary Specular)] + _SpecularColor1 ("Primary Color", Color) = (1, 1, 1, 1) + _SpecularWidth1 ("Primary Width", Range(0, 1)) = 0.5 + _SpecularStrength1 ("Primary Strength", Range(0, 2)) = 0.5 + _SpecularShift1 ("Primary Shift", Range(-1, 1)) = 0.1 + + [Header(Secondary Specular)] + _SpecularColor2 ("Secondary Color", Color) = (0.8, 0.6, 0.4, 1) + _SpecularWidth2 ("Secondary Width", Range(0, 1)) = 0.3 + _SpecularStrength2 ("Secondary Strength", Range(0, 2)) = 0.3 + _SpecularShift2 ("Secondary Shift", Range(-1, 1)) = -0.1 + + [Header(Anisotropic)] + _Anisotropy ("Anisotropy", Range(0, 1)) = 0.8 + _TangentMap ("Tangent Map", 2D) = "bump" {} + + [Header(Rim Light)] + _RimColor ("Rim Color", Color) = (1, 0.9, 0.8, 1) + _RimPower ("Rim Power", Range(0.1, 10)) = 3 + _RimStrength ("Rim Strength", Range(0, 2)) = 0.5 + + [Header(Shadow)] + _ShadowColor ("Shadow Color", Color) = (0.4, 0.3, 0.3, 1) + _ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5 + _ShadowSoftness ("Shadow Softness", Range(0, 1)) = 0.1 + + [Header(Subsurface Scattering)] + _SSSColor ("SSS Color", Color) = (1, 0.5, 0.3, 1) + _SSSStrength ("SSS Strength", Range(0, 2)) = 0.3 + _SSSDistortion ("SSS Distortion", Range(0, 1)) = 0.5 + + [Header(Outline)] + _OutlineColor ("Outline Color", Color) = (0.1, 0.05, 0.05, 1) + _OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.002 + + [Header(Wind Animation)] + _WindStrength ("Wind Strength", Range(0, 1)) = 0.1 + _WindSpeed ("Wind Speed", Range(0, 5)) = 1 + _WindDirection ("Wind Direction", Vector) = (1, 0, 0.5, 0) + } + + // ==================== URP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + "Queue" = "Geometry" + } + + // Main Pass + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + Cull Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS + #pragma multi_compile_fog + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float _Cutoff; + float _SpecularShift; + float4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + float4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + float _Anisotropy; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float4 _OutlineColor; + float _OutlineWidth; + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + TEXTURE2D(_ShiftTex); + SAMPLER(sampler_ShiftTex); + TEXTURE2D(_TangentMap); + SAMPLER(sampler_TangentMap); + + // Kajiya-Kay Specular Function + float KajiyaKaySpecular(float3 T, float3 H, float width) + { + float TdotH = dot(T, H); + float sinTH = sqrt(1.0 - TdotH * TdotH); + float dirAtten = smoothstep(-1.0, 0.0, TdotH); + return dirAtten * pow(sinTH, width * 100.0); + } + + // Shift tangent by normal and shift amount + float3 GentixShiftTangent(float3 T, float3 N, float shift) + { + return normalize(T + N * shift); + } + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 tangentWS : TEXCOORD3; + float3 bitangentWS : TEXCOORD4; + float fogFactor : TEXCOORD5; + }; + + Varyings vert(Attributes input) + { + Varyings output; + + // Wind animation + float3 posOS = input.positionOS.xyz; + float windPhase = _Time.y * _WindSpeed + posOS.x * 2.0 + posOS.z * 2.0; + float windOffset = sin(windPhase) * _WindStrength * input.uv.y; + posOS += _WindDirection.xyz * windOffset; + + VertexPositionInputs posInputs = GetVertexPositionInputs(posOS); + VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + output.positionCS = posInputs.positionCS; + output.positionWS = posInputs.positionWS; + output.normalWS = normalInputs.normalWS; + output.tangentWS = normalInputs.tangentWS; + output.bitangentWS = normalInputs.bitangentWS; + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + output.fogFactor = ComputeFogFactor(posInputs.positionCS.z); + + return output; + } + + half4 frag(Varyings input) : SV_Target + { + // Sample textures + half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color; + clip(albedo.a - _Cutoff); + + float shiftTex = SAMPLE_TEXTURE2D(_ShiftTex, sampler_ShiftTex, input.uv).r - 0.5; + + // Normalize vectors + float3 N = normalize(input.normalWS); + float3 T = normalize(input.tangentWS); + float3 B = normalize(input.bitangentWS); + float3 V = normalize(GetWorldSpaceViewDir(input.positionWS)); + + // Get main light + Light mainLight = GetMainLight(TransformWorldToShadowCoord(input.positionWS)); + float3 L = mainLight.direction; + float3 H = normalize(L + V); + + // Shift tangent for hair strands + float shift1 = _SpecularShift + _SpecularShift1 + shiftTex; + float shift2 = _SpecularShift + _SpecularShift2 + shiftTex; + float3 T1 = GentixShiftTangent(B, N, shift1); + float3 T2 = GentixShiftTangent(B, N, shift2); + + // Kajiya-Kay dual specular + float spec1 = KajiyaKaySpecular(T1, H, _SpecularWidth1) * _SpecularStrength1; + float spec2 = KajiyaKaySpecular(T2, H, _SpecularWidth2) * _SpecularStrength2; + + float3 specular = _SpecularColor1.rgb * spec1 + _SpecularColor2.rgb * spec2; + specular *= mainLight.color * mainLight.shadowAttenuation; + + // Diffuse with toon shading + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = smoothstep(_ShadowThreshold - _ShadowSoftness, _ShadowThreshold + _ShadowSoftness, halfLambert); + shadow *= mainLight.shadowAttenuation; + + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow) * albedo.rgb; + + // Subsurface Scattering + float3 sssH = normalize(L + N * _SSSDistortion); + float VdotH = pow(saturate(dot(V, -sssH)), 3.0); + float3 sss = _SSSColor.rgb * VdotH * _SSSStrength * (1.0 - shadow); + + // Rim light + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim * mainLight.color; + + // Additional lights + float3 additionalLight = float3(0, 0, 0); + #ifdef _ADDITIONAL_LIGHTS + uint additionalLightsCount = GetAdditionalLightsCount(); + for (uint i = 0; i < additionalLightsCount; ++i) + { + Light light = GetAdditionalLight(i, input.positionWS); + float addNdotL = saturate(dot(N, light.direction)); + additionalLight += light.color * light.distanceAttenuation * addNdotL * 0.5; + } + #endif + + // Combine + float3 finalColor = diffuse * mainLight.color + specular + sss + rimColor + additionalLight * albedo.rgb; + finalColor = MixFog(finalColor, input.fogFactor); + + return half4(finalColor, albedo.a); + } + ENDHLSL + } + + // Outline Pass + Pass + { + Name "Outline" + Tags { "LightMode" = "SRPDefaultUnlit" } + + Cull Front + + HLSLPROGRAM + #pragma vertex vertOutline + #pragma fragment fragOutline + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float _Cutoff; + float _SpecularShift; + float4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + float4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + float _Anisotropy; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float4 _OutlineColor; + float _OutlineWidth; + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings vertOutline(Attributes input) + { + Varyings output; + + float3 normalOS = normalize(input.normalOS); + float3 posOS = input.positionOS.xyz + normalOS * _OutlineWidth; + + output.positionCS = TransformObjectToHClip(posOS); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + + half4 fragOutline(Varyings input) : SV_Target + { + half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + clip(albedo.a - _Cutoff); + return _OutlineColor; + } + ENDHLSL + } + + // Shadow Caster + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull Off + + HLSLPROGRAM + #pragma vertex vertShadow + #pragma fragment fragShadow + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + float3 _LightDirection; + + float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection) + { + float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS)); + float scale = invNdotL * 0.001; + positionWS = lightDirection * 0.001 + positionWS; + positionWS = normalWS * scale.xxx + positionWS; + return positionWS; + } + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float _Cutoff; + float _SpecularShift; + float4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + float4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + float _Anisotropy; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float4 _OutlineColor; + float _OutlineWidth; + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings vertShadow(Attributes input) + { + Varyings output; + + float3 posWS = TransformObjectToWorld(input.positionOS.xyz); + float3 normalWS = TransformObjectToWorldNormal(input.normalOS); + + posWS = ApplyShadowBiasCustom(posWS, normalWS, _LightDirection); + output.positionCS = TransformWorldToHClip(posWS); + #if UNITY_REVERSED_Z + output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + + half4 fragShadow(Varyings input) : SV_Target + { + half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + clip(albedo.a - _Cutoff); + return 0; + } + ENDHLSL + } + + // Depth Only + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + Cull Off + + HLSLPROGRAM + #pragma vertex vertDepth + #pragma fragment fragDepth + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float _Cutoff; + float _SpecularShift; + float4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + float4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + float _Anisotropy; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float4 _OutlineColor; + float _OutlineWidth; + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings vertDepth(Attributes input) + { + Varyings output; + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + return output; + } + + half4 fragDepth(Varyings input) : SV_Target + { + half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); + clip(albedo.a - _Cutoff); + return 0; + } + ENDHLSL + } + } + + // ==================== Built-in SubShader ==================== + SubShader + { + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + } + + // Main Pass + Pass + { + Name "ForwardBase" + Tags { "LightMode" = "ForwardBase" } + + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + sampler2D _ShiftTex; + sampler2D _TangentMap; + + fixed4 _Color; + float _Cutoff; + + float _SpecularShift; + fixed4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + + fixed4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + + fixed4 _RimColor; + float _RimPower; + float _RimStrength; + + fixed4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + + fixed4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + UNITY_FOG_COORDS(5) + SHADOW_COORDS(6) + }; + + float KajiyaKaySpec(float3 T, float3 H, float width) + { + float TdotH = dot(T, H); + float sinTH = sqrt(1.0 - TdotH * TdotH); + float dirAtten = smoothstep(-1.0, 0.0, TdotH); + return dirAtten * pow(sinTH, width * 100.0); + } + + float3 ShiftT(float3 T, float3 N, float shift) + { + return normalize(T + N * shift); + } + + v2f vert(appdata v) + { + v2f o; + + // Wind animation + float3 posOS = v.vertex.xyz; + float windPhase = _Time.y * _WindSpeed + posOS.x * 2.0 + posOS.z * 2.0; + float windOffset = sin(windPhase) * _WindStrength * v.uv.y; + posOS += _WindDirection.xyz * windOffset; + + o.pos = UnityObjectToClipPos(float4(posOS, 1)); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos = mul(unity_ObjectToWorld, float4(posOS, 1)).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + o.worldBitangent = cross(o.worldNormal, o.worldTangent) * v.tangent.w; + + UNITY_TRANSFER_FOG(o, o.pos); + TRANSFER_SHADOW(o); + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 albedo = tex2D(_MainTex, i.uv) * _Color; + clip(albedo.a - _Cutoff); + + float shiftTex = tex2D(_ShiftTex, i.uv).r - 0.5; + + float3 N = normalize(i.worldNormal); + float3 T = normalize(i.worldTangent); + float3 B = normalize(i.worldBitangent); + float3 V = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 L = normalize(_WorldSpaceLightPos0.xyz); + float3 H = normalize(L + V); + + // Kajiya-Kay + float shift1 = _SpecularShift + _SpecularShift1 + shiftTex; + float shift2 = _SpecularShift + _SpecularShift2 + shiftTex; + float3 T1 = ShiftT(B, N, shift1); + float3 T2 = ShiftT(B, N, shift2); + + float spec1 = KajiyaKaySpec(T1, H, _SpecularWidth1) * _SpecularStrength1; + float spec2 = KajiyaKaySpec(T2, H, _SpecularWidth2) * _SpecularStrength2; + float3 specular = _SpecularColor1.rgb * spec1 + _SpecularColor2.rgb * spec2; + + // Shadow + float atten = SHADOW_ATTENUATION(i); + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = smoothstep(_ShadowThreshold - _ShadowSoftness, _ShadowThreshold + _ShadowSoftness, halfLambert); + shadow *= atten; + + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow) * albedo.rgb; + + // SSS + float3 sssH = normalize(L + N * _SSSDistortion); + float VdotH = pow(saturate(dot(V, -sssH)), 3.0); + float3 sss = _SSSColor.rgb * VdotH * _SSSStrength * (1.0 - shadow); + + // Rim + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim; + + float3 finalColor = diffuse * _LightColor0.rgb + specular * _LightColor0.rgb * atten + sss + rimColor; + + UNITY_APPLY_FOG(i.fogCoord, finalColor); + return fixed4(finalColor, albedo.a); + } + ENDCG + } + + // Outline Pass + Pass + { + Name "Outline" + Tags { "LightMode" = "Always" } + + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + float _Cutoff; + fixed4 _OutlineColor; + float _OutlineWidth; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert(appdata v) + { + v2f o; + float3 normalOS = normalize(v.normal); + float3 posOS = v.vertex.xyz + normalOS * _OutlineWidth; + o.pos = UnityObjectToClipPos(float4(posOS, 1)); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 albedo = tex2D(_MainTex, i.uv); + clip(albedo.a - _Cutoff); + return _OutlineColor; + } + ENDCG + } + + // Shadow Caster + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + float _Cutoff; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + }; + + v2f vert(appdata v) + { + v2f o; + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 albedo = tex2D(_MainTex, i.uv); + clip(albedo.a - _Cutoff); + SHADOW_CASTER_FRAGMENT(i); + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "HDRenderPipeline" + "Queue" = "Geometry" + } + + Pass + { + Name "ForwardOnly" + Tags { "LightMode" = "ForwardOnly" } + + Cull Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 4.5 + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Color; + float _Cutoff; + float _SpecularShift; + float4 _SpecularColor1; + float _SpecularWidth1; + float _SpecularStrength1; + float _SpecularShift1; + float4 _SpecularColor2; + float _SpecularWidth2; + float _SpecularStrength2; + float _SpecularShift2; + float4 _RimColor; + float _RimPower; + float _RimStrength; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSoftness; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _WindStrength; + float _WindSpeed; + float4 _WindDirection; + CBUFFER_END + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + TEXTURE2D(_ShiftTex); + SAMPLER(sampler_ShiftTex); + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float3 tangentWS : TEXCOORD3; + float3 bitangentWS : TEXCOORD4; + }; + + float KKSpec(float3 T, float3 H, float width) + { + float TdotH = dot(T, H); + float sinTH = sqrt(1.0 - TdotH * TdotH); + float dirAtten = smoothstep(-1.0, 0.0, TdotH); + return dirAtten * pow(sinTH, width * 100.0); + } + + float3 ShiftTan(float3 T, float3 N, float shift) + { + return normalize(T + N * shift); + } + + Varyings vert(Attributes input) + { + Varyings output; + + float3 posOS = input.positionOS.xyz; + float windPhase = _Time.y * _WindSpeed + posOS.x * 2.0 + posOS.z * 2.0; + float windOffset = sin(windPhase) * _WindStrength * input.uv.y; + posOS += _WindDirection.xyz * windOffset; + + output.positionWS = TransformObjectToWorld(posOS); + output.positionCS = TransformWorldToHClip(output.positionWS); + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz); + output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w; + output.uv = input.uv * _MainTex_ST.xy + _MainTex_ST.zw; + + return output; + } + + float4 frag(Varyings input) : SV_Target + { + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color; + clip(albedo.a - _Cutoff); + + float shiftTex = SAMPLE_TEXTURE2D(_ShiftTex, sampler_ShiftTex, input.uv).r - 0.5; + + float3 N = normalize(input.normalWS); + float3 T = normalize(input.tangentWS); + float3 B = normalize(input.bitangentWS); + float3 V = normalize(GetWorldSpaceViewDir(input.positionWS)); + float3 L = normalize(float3(0.5, 1, 0.3)); + float3 H = normalize(L + V); + + float shift1 = _SpecularShift + _SpecularShift1 + shiftTex; + float shift2 = _SpecularShift + _SpecularShift2 + shiftTex; + float3 T1 = ShiftTan(B, N, shift1); + float3 T2 = ShiftTan(B, N, shift2); + + float spec1 = KKSpec(T1, H, _SpecularWidth1) * _SpecularStrength1; + float spec2 = KKSpec(T2, H, _SpecularWidth2) * _SpecularStrength2; + float3 specular = _SpecularColor1.rgb * spec1 + _SpecularColor2.rgb * spec2; + + float NdotL = dot(N, L); + float halfLambert = NdotL * 0.5 + 0.5; + float shadow = smoothstep(_ShadowThreshold - _ShadowSoftness, _ShadowThreshold + _ShadowSoftness, halfLambert); + + float3 diffuse = lerp(_ShadowColor.rgb, float3(1,1,1), shadow) * albedo.rgb; + + float3 sssH = normalize(L + N * _SSSDistortion); + float VdotH = pow(saturate(dot(V, -sssH)), 3.0); + float3 sss = _SSSColor.rgb * VdotH * _SSSStrength * (1.0 - shadow); + + float NdotV = saturate(dot(N, V)); + float rim = pow(1.0 - NdotV, _RimPower) * _RimStrength; + float3 rimColor = _RimColor.rgb * rim; + + float3 finalColor = diffuse + specular + sss + rimColor; + + return float4(finalColor, albedo.a); + } + ENDHLSL + } + } + + FallBack "Diffuse" + CustomEditor "GentixHairProEditor" +} diff --git a/Shaders/Character/SynapticHairPro.shader.meta b/Shaders/Character/SynapticHairPro.shader.meta new file mode 100644 index 0000000..5304f78 --- /dev/null +++ b/Shaders/Character/SynapticHairPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 68c7c53a8b8c44bad8eaf97b96af2bb7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Character/SynapticHairPro.shader + uploadId: 943096 diff --git a/Shaders/Effects.meta b/Shaders/Effects.meta new file mode 100644 index 0000000..da79955 --- /dev/null +++ b/Shaders/Effects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5473f0df413f8489485cd60e967157a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Effects/SynapticDissolvePro.shader b/Shaders/Effects/SynapticDissolvePro.shader new file mode 100644 index 0000000..7586781 --- /dev/null +++ b/Shaders/Effects/SynapticDissolvePro.shader @@ -0,0 +1,520 @@ +Shader "Gentix/DissolvePro" +{ + Properties + { + [Header(Base)] + _MainTex ("Albedo", 2D) = "white" {} + _BaseColor ("Base Color", Color) = (1, 1, 1, 1) + _Metallic ("Metallic", Range(0, 1)) = 0 + _Smoothness ("Smoothness", Range(0, 1)) = 0.5 + _BumpMap ("Normal Map", 2D) = "bump" {} + _BumpScale ("Normal Scale", Float) = 1 + + [Header(Dissolve)] + _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0 + _DissolveNoise ("Dissolve Noise", 2D) = "white" {} + _DissolveScale ("Noise Scale", Float) = 1 + _DissolveDirection ("Direction (XYZ)", Vector) = (0, 1, 0, 0) + [Toggle(_DIRECTIONAL_DISSOLVE)] _DirectionalDissolve ("Directional", Float) = 0 + _DirectionalBias ("Directional Bias", Range(0, 1)) = 0.5 + + [Header(Edge Effect)] + _EdgeColor1 ("Edge Color 1", Color) = (1, 0.5, 0, 1) + _EdgeColor2 ("Edge Color 2", Color) = (1, 0, 0, 1) + _EdgeWidth ("Edge Width", Range(0, 0.5)) = 0.1 + _EdgeIntensity ("Edge Intensity", Range(0, 10)) = 3 + [Toggle(_EDGE_GLOW)] _EdgeGlow ("Edge Glow", Float) = 1 + + [Header(Particles)] + [Toggle(_PARTICLES_ON)] _ParticlesEnabled ("Enable Particles", Float) = 1 + _ParticleColor ("Particle Color", Color) = (1, 0.7, 0.3, 1) + _ParticleSize ("Particle Size", Range(0, 0.1)) = 0.02 + _ParticleSpeed ("Particle Speed", Float) = 2 + _ParticleDensity ("Particle Density", Range(0, 1)) = 0.5 + + [Header(Vertex Displacement)] + [Toggle(_VERTEX_DISPLACEMENT)] _VertexDisplacement ("Vertex Displacement", Float) = 0 + _DisplacementStrength ("Displacement Strength", Float) = 0.5 + _DisplacementDirection ("Displacement Dir", Vector) = (0, 1, 0, 0) + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "DissolveForward" + Tags { "LightMode" = "UniversalForward" } + + Cull Back + + HLSLPROGRAM + #pragma target 4.0 + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fog + + #pragma shader_feature_local _DIRECTIONAL_DISSOLVE + #pragma shader_feature_local _EDGE_GLOW + #pragma shader_feature_local _PARTICLES_ON + #pragma shader_feature_local _VERTEX_DISPLACEMENT + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_MainTex); + TEXTURE2D(_BumpMap); + TEXTURE2D(_DissolveNoise); + SAMPLER(sampler_MainTex); + SAMPLER(sampler_BumpMap); + SAMPLER(sampler_DissolveNoise); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float _Metallic; + float _Smoothness; + float4 _BumpMap_ST; + float _BumpScale; + + float _DissolveAmount; + float4 _DissolveNoise_ST; + float _DissolveScale; + float4 _DissolveDirection; + float _DirectionalBias; + + float4 _EdgeColor1; + float4 _EdgeColor2; + float _EdgeWidth; + float _EdgeIntensity; + + float4 _ParticleColor; + float _ParticleSize; + float _ParticleSpeed; + float _ParticleDensity; + + float _DisplacementStrength; + float4 _DisplacementDirection; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float4 shadowCoord : TEXCOORD5; + float fogFactor : TEXCOORD6; + float3 objectPos : TEXCOORD7; + }; + + // Hash for particles + float Hash(float2 p) + { + return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453); + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + + float3 posOS = IN.positionOS.xyz; + OUT.objectPos = posOS; + + // Sample noise for vertex displacement + #if defined(_VERTEX_DISPLACEMENT) + float2 noiseUV = IN.uv * _DissolveScale; + float noise = SAMPLE_TEXTURE2D_LOD(_DissolveNoise, sampler_DissolveNoise, noiseUV, 0).r; + + float dissolveEdge = 1 - _DissolveAmount; + float edgeFactor = saturate((noise - dissolveEdge) / _EdgeWidth); + + if (edgeFactor > 0) + { + float3 dispDir = normalize(_DisplacementDirection.xyz); + posOS += dispDir * edgeFactor * _DisplacementStrength; + } + #endif + + OUT.worldPos = TransformObjectToWorld(posOS); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.worldTangent = TransformObjectToWorldDir(IN.tangentOS.xyz); + OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * IN.tangentOS.w; + + OUT.shadowCoord = TransformWorldToShadowCoord(OUT.worldPos); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + // Sample dissolve noise + float2 noiseUV = IN.uv * _DissolveScale; + float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, noiseUV).r; + + // Directional dissolve + #if defined(_DIRECTIONAL_DISSOLVE) + float3 dir = normalize(_DissolveDirection.xyz); + float dirFactor = dot(normalize(IN.objectPos), dir) * 0.5 + 0.5; + noise = lerp(noise, dirFactor, _DirectionalBias); + #endif + + // Dissolve threshold + float dissolveThreshold = 1 - _DissolveAmount; + clip(noise - dissolveThreshold); + + // Edge detection + float edge = 1 - saturate((noise - dissolveThreshold) / _EdgeWidth); + + // Sample textures + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor; + float3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv), _BumpScale); + + // Transform normal + float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal); + float3 worldNormal = normalize(mul(normalTS, TBN)); + + // Lighting + Light mainLight = GetMainLight(IN.shadowCoord); + float3 lightDir = mainLight.direction; + float3 lightColor = mainLight.color * mainLight.shadowAttenuation; + float3 viewDir = normalize(_WorldSpaceCameraPos - IN.worldPos); + + float NdotL = saturate(dot(worldNormal, lightDir)); + float3 diffuse = albedo.rgb * lightColor * NdotL; + + // Specular + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(worldNormal, halfDir)); + float spec = pow(NdotH, _Smoothness * 128); + float3 specular = spec * lightColor * _Metallic; + + // Ambient + float3 ambient = albedo.rgb * 0.1; + + float3 finalColor = diffuse + specular + ambient; + + // Edge glow + #if defined(_EDGE_GLOW) + float3 edgeColor = lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge); + float edgeGlow = edge * _EdgeIntensity; + finalColor += edgeColor * edgeGlow; + #endif + + // Particles + #if defined(_PARTICLES_ON) + float particleHash = Hash(IN.uv * 100 + _Time.y * _ParticleSpeed); + if (particleHash > 1 - _ParticleDensity && edge > 0.5) + { + float particleBrightness = particleHash * edge * 2; + finalColor += _ParticleColor.rgb * particleBrightness; + } + #endif + + // Fog + finalColor = MixFog(finalColor, IN.fogFactor); + + return float4(finalColor, albedo.a); + } + ENDHLSL + } + + // Shadow caster + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull Back + + HLSLPROGRAM + #pragma vertex ShadowVert + #pragma fragment ShadowFrag + + #pragma shader_feature_local _DIRECTIONAL_DISSOLVE + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + float3 _LightDirection; + + float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection) + { + float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS)); + float scale = invNdotL * 0.001; + positionWS = lightDirection * 0.001 + positionWS; + positionWS = normalWS * scale.xxx + positionWS; + return positionWS; + } + + TEXTURE2D(_DissolveNoise); + SAMPLER(sampler_DissolveNoise); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float _DissolveAmount; + float _DissolveScale; + float4 _DissolveDirection; + float _DirectionalBias; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 objectPos : TEXCOORD1; + }; + + Varyings ShadowVert(Attributes IN) + { + Varyings OUT; + + float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz); + float3 worldNormal = TransformObjectToWorldNormal(IN.normalOS); + + worldPos = ApplyShadowBiasCustom(worldPos, worldNormal, _LightDirection); + OUT.positionCS = TransformWorldToHClip(worldPos); + #if UNITY_REVERSED_Z + OUT.positionCS.z = min(OUT.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + OUT.positionCS.z = max(OUT.positionCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + OUT.objectPos = IN.positionOS.xyz; + + return OUT; + } + + float4 ShadowFrag(Varyings IN) : SV_Target + { + float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, IN.uv * _DissolveScale).r; + + #if defined(_DIRECTIONAL_DISSOLVE) + float3 dir = normalize(_DissolveDirection.xyz); + float dirFactor = dot(normalize(IN.objectPos), dir) * 0.5 + 0.5; + noise = lerp(noise, dirFactor, _DirectionalBias); + #endif + + clip(noise - (1 - _DissolveAmount)); + return 0; + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } + + Pass + { + Name "DissolveBuiltIn" + Tags { "LightMode" = "ForwardBase" } + Cull Back + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma shader_feature_local _DIRECTIONAL_DISSOLVE + #pragma shader_feature_local _EDGE_GLOW + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + sampler2D _MainTex; + sampler2D _DissolveNoise; + float4 _MainTex_ST; + float4 _BaseColor; + float _DissolveAmount; + float _DissolveScale; + float4 _DissolveDirection; + float _DirectionalBias; + float4 _EdgeColor1; + float4 _EdgeColor2; + float _EdgeWidth; + float _EdgeIntensity; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 objectPos : TEXCOORD3; + SHADOW_COORDS(4) + UNITY_FOG_COORDS(5) + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.objectPos = v.vertex.xyz; + TRANSFER_SHADOW(o) + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + float4 frag(v2f i) : SV_Target + { + float2 noiseUV = i.uv * _DissolveScale; + float noise = tex2D(_DissolveNoise, noiseUV).r; + + #if defined(_DIRECTIONAL_DISSOLVE) + float3 dir = normalize(_DissolveDirection.xyz); + float dirFactor = dot(normalize(i.objectPos), dir) * 0.5 + 0.5; + noise = lerp(noise, dirFactor, _DirectionalBias); + #endif + + float dissolveThreshold = 1 - _DissolveAmount; + clip(noise - dissolveThreshold); + + float edge = 1 - saturate((noise - dissolveThreshold) / _EdgeWidth); + + float4 albedo = tex2D(_MainTex, i.uv) * _BaseColor; + float3 normal = normalize(i.worldNormal); + float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); + float shadow = SHADOW_ATTENUATION(i); + + float NdotL = saturate(dot(normal, lightDir)); + float3 diffuse = albedo.rgb * _LightColor0.rgb * NdotL * shadow; + float3 ambient = albedo.rgb * 0.1; + float3 finalColor = diffuse + ambient; + + #if defined(_EDGE_GLOW) + float3 edgeColor = lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge); + finalColor += edgeColor * edge * _EdgeIntensity; + #endif + + UNITY_APPLY_FOG(i.fogCoord, finalColor); + return float4(finalColor, albedo.a); + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "DissolveHDRP" + Tags { "LightMode" = "Forward" } + Cull Back + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local _DIRECTIONAL_DISSOLVE + #pragma shader_feature_local _EDGE_GLOW + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + TEXTURE2D(_MainTex); + TEXTURE2D(_DissolveNoise); + SAMPLER(sampler_MainTex); + SAMPLER(sampler_DissolveNoise); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float _DissolveAmount; + float _DissolveScale; + float4 _DissolveDirection; + float _DirectionalBias; + float4 _EdgeColor1; + float4 _EdgeColor2; + float _EdgeWidth; + float _EdgeIntensity; + CBUFFER_END + + struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; + struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 objectPos : TEXCOORD2; }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw; + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.objectPos = IN.positionOS.xyz; + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float noise = SAMPLE_TEXTURE2D(_DissolveNoise, sampler_DissolveNoise, IN.uv * _DissolveScale).r; + #if defined(_DIRECTIONAL_DISSOLVE) + float dirFactor = dot(normalize(IN.objectPos), normalize(_DissolveDirection.xyz)) * 0.5 + 0.5; + noise = lerp(noise, dirFactor, _DirectionalBias); + #endif + clip(noise - (1 - _DissolveAmount)); + + float edge = 1 - saturate((noise - (1 - _DissolveAmount)) / _EdgeWidth); + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor; + float3 finalColor = albedo.rgb; + #if defined(_EDGE_GLOW) + finalColor += lerp(_EdgeColor2.rgb, _EdgeColor1.rgb, edge) * edge * _EdgeIntensity; + #endif + return float4(finalColor, albedo.a); + } + ENDHLSL + } + } + + FallBack "Universal Render Pipeline/Lit" +} diff --git a/Shaders/Effects/SynapticDissolvePro.shader.meta b/Shaders/Effects/SynapticDissolvePro.shader.meta new file mode 100644 index 0000000..56f9aab --- /dev/null +++ b/Shaders/Effects/SynapticDissolvePro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: fef1849f0393c49c0a988af724c12ffb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Effects/SynapticDissolvePro.shader + uploadId: 943096 diff --git a/Shaders/Effects/SynapticShieldPro.shader b/Shaders/Effects/SynapticShieldPro.shader new file mode 100644 index 0000000..cc573ed --- /dev/null +++ b/Shaders/Effects/SynapticShieldPro.shader @@ -0,0 +1,458 @@ +Shader "Gentix/ShieldPro" +{ + Properties + { + [Header(Shield Color)] + _MainColor ("Main Color", Color) = (0.2, 0.5, 1.0, 0.3) + _EdgeColor ("Edge Color", Color) = (0.5, 0.8, 1.0, 1.0) + _HitColor ("Hit Color", Color) = (1.0, 0.5, 0.2, 1.0) + _FresnelColor ("Fresnel Color", Color) = (0.3, 0.6, 1.0, 1.0) + + [Header(Pattern)] + _PatternTex ("Pattern Texture", 2D) = "white" {} + _PatternScale ("Pattern Scale", Float) = 1 + _PatternIntensity ("Pattern Intensity", Range(0, 2)) = 0.5 + _PatternScrollSpeed ("Pattern Scroll Speed", Vector) = (0.1, 0.1, 0, 0) + + [Header(Hex Pattern)] + [Toggle(_HEX_PATTERN)] _HexPattern ("Hex Pattern", Float) = 1 + _HexScale ("Hex Scale", Float) = 10 + _HexEdgeWidth ("Hex Edge Width", Range(0.01, 0.5)) = 0.1 + _HexPulseSpeed ("Hex Pulse Speed", Float) = 2 + + [Header(Fresnel)] + _FresnelPower ("Fresnel Power", Range(0.5, 10)) = 3 + _FresnelIntensity ("Fresnel Intensity", Range(0, 5)) = 2 + + [Header(Hit Effect)] + [Toggle(_HIT_EFFECT)] _HitEffect ("Enable Hit Effect", Float) = 1 + _HitPosition ("Hit Position", Vector) = (0, 0, 0, 0) + _HitRadius ("Hit Radius", Float) = 0.5 + _HitIntensity ("Hit Intensity", Range(0, 1)) = 0 + _HitRippleCount ("Ripple Count", Float) = 3 + _HitRippleSpeed ("Ripple Speed", Float) = 5 + + [Header(Distortion)] + [Toggle(_DISTORTION)] _Distortion ("Enable Distortion", Float) = 1 + _DistortionStrength ("Distortion Strength", Range(0, 0.1)) = 0.02 + _DistortionSpeed ("Distortion Speed", Float) = 1 + + [Header(Animation)] + _PulseSpeed ("Pulse Speed", Float) = 2 + _PulseIntensity ("Pulse Intensity", Range(0, 1)) = 0.2 + _WaveSpeed ("Wave Speed", Float) = 1 + _WaveFrequency ("Wave Frequency", Float) = 5 + _WaveAmplitude ("Wave Amplitude", Range(0, 0.1)) = 0.02 + + [Header(Intersection)] + [Toggle(_INTERSECTION)] _Intersection ("Intersection Glow", Float) = 1 + _IntersectionColor ("Intersection Color", Color) = (1, 1, 1, 1) + _IntersectionWidth ("Intersection Width", Float) = 0.5 + _IntersectionIntensity ("Intersection Intensity", Range(0, 5)) = 2 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "ShieldForward" + Tags { "LightMode" = "UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + HLSLPROGRAM + #pragma target 4.0 + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature_local _HEX_PATTERN + #pragma shader_feature_local _HIT_EFFECT + #pragma shader_feature_local _DISTORTION + #pragma shader_feature_local _INTERSECTION + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" + + TEXTURE2D(_PatternTex); + SAMPLER(sampler_PatternTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainColor; + float4 _EdgeColor; + float4 _HitColor; + float4 _FresnelColor; + + float4 _PatternTex_ST; + float _PatternScale; + float _PatternIntensity; + float4 _PatternScrollSpeed; + + float _HexScale; + float _HexEdgeWidth; + float _HexPulseSpeed; + + float _FresnelPower; + float _FresnelIntensity; + + float4 _HitPosition; + float _HitRadius; + float _HitIntensity; + float _HitRippleCount; + float _HitRippleSpeed; + + float _DistortionStrength; + float _DistortionSpeed; + + float _PulseSpeed; + float _PulseIntensity; + float _WaveSpeed; + float _WaveFrequency; + float _WaveAmplitude; + + float4 _IntersectionColor; + float _IntersectionWidth; + float _IntersectionIntensity; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 viewDir : TEXCOORD3; + float4 screenPos : TEXCOORD4; + float3 objectPos : TEXCOORD5; + }; + + // Hexagonal pattern + float HexPattern(float2 p) + { + const float2 s = float2(1, 1.7320508); + p *= _HexScale; + + float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5; + float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s); + + float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw; + + float dist = length(nearest); + float hexEdge = smoothstep(_HexEdgeWidth, _HexEdgeWidth + 0.02, abs(dist - 0.5)); + + return 1 - hexEdge; + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + + float3 posOS = IN.positionOS.xyz; + OUT.objectPos = posOS; + + // Vertex wave animation + float wave = sin(_Time.y * _WaveSpeed + posOS.y * _WaveFrequency) * _WaveAmplitude; + posOS += IN.normalOS * wave; + + OUT.worldPos = TransformObjectToWorld(posOS); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = IN.uv; + + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.viewDir = normalize(_WorldSpaceCameraPos - OUT.worldPos); + OUT.screenPos = ComputeScreenPos(OUT.positionCS); + + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float3 normal = normalize(IN.worldNormal); + float3 viewDir = normalize(IN.viewDir); + float time = _Time.y; + + // Screen UV + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + + // Fresnel + float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity; + + // Base color with fresnel + float4 color = lerp(_MainColor, _FresnelColor, fresnel); + + // Hex pattern + #if defined(_HEX_PATTERN) + float hex = HexPattern(IN.uv); + float hexPulse = sin(time * _HexPulseSpeed) * 0.5 + 0.5; + color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5); + color.a += hex * 0.3; + #endif + + // Pattern texture + float2 patternUV = IN.uv * _PatternScale + time * _PatternScrollSpeed.xy; + float pattern = SAMPLE_TEXTURE2D(_PatternTex, sampler_PatternTex, patternUV).r; + color.rgb += pattern * _PatternIntensity * _EdgeColor.rgb; + + // Hit effect + #if defined(_HIT_EFFECT) + if (_HitIntensity > 0.001) + { + float3 hitDir = IN.worldPos - _HitPosition.xyz; + float hitDist = length(hitDir); + + // Ripple waves + float ripple = 0; + for (int i = 0; i < 3; i++) + { + float ripplePhase = time * _HitRippleSpeed - i * 0.3; + float rippleRadius = frac(ripplePhase) * _HitRadius * 2; + float rippleWidth = 0.1; + ripple += (1 - abs(hitDist - rippleRadius) / rippleWidth) * saturate(1 - frac(ripplePhase)); + } + ripple = saturate(ripple); + + // Fade out over distance + float hitFade = 1 - saturate(hitDist / _HitRadius); + + color.rgb = lerp(color.rgb, _HitColor.rgb, ripple * hitFade * _HitIntensity); + color.a += ripple * hitFade * _HitIntensity * 0.5; + } + #endif + + // Intersection glow + #if defined(_INTERSECTION) + float depth = SampleSceneDepth(screenUV); + float linearDepth = LinearEyeDepth(depth, _ZBufferParams); + float surfaceDepth = LinearEyeDepth(IN.positionCS.z, _ZBufferParams); + float depthDiff = abs(linearDepth - surfaceDepth); + + if (depthDiff < _IntersectionWidth) + { + float intersectionFactor = 1 - saturate(depthDiff / _IntersectionWidth); + intersectionFactor = pow(intersectionFactor, 2); + color.rgb += _IntersectionColor.rgb * intersectionFactor * _IntersectionIntensity; + color.a += intersectionFactor * 0.5; + } + #endif + + // Distortion + #if defined(_DISTORTION) + float2 distortionOffset = normal.xy * _DistortionStrength; + distortionOffset *= sin(time * _DistortionSpeed + IN.uv.y * 10) * 0.5 + 0.5; + float3 distortedBG = SampleSceneColor(screenUV + distortionOffset); + color.rgb = lerp(distortedBG, color.rgb, color.a); + #endif + + // Pulse animation + float pulse = sin(time * _PulseSpeed) * _PulseIntensity; + color.a += pulse; + + // Edge highlight + color.rgb += _EdgeColor.rgb * fresnel * 0.5; + + // Clamp alpha + color.a = saturate(color.a); + + return color; + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } + + Pass + { + Name "ShieldBuiltIn" + Tags { "LightMode" = "ForwardBase" } + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local _HEX_PATTERN + + #include "UnityCG.cginc" + + float4 _MainColor; + float4 _EdgeColor; + float4 _FresnelColor; + float _FresnelPower; + float _FresnelIntensity; + float _HexScale; + float _HexEdgeWidth; + float _HexPulseSpeed; + float _PulseSpeed; + float _PulseIntensity; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float3 viewDir : TEXCOORD2; + }; + + float HexPattern(float2 p) + { + const float2 s = float2(1, 1.7320508); + p *= _HexScale; + float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5; + float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s); + float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw; + float dist = length(nearest); + return 1 - smoothstep(_HexEdgeWidth, _HexEdgeWidth + 0.02, abs(dist - 0.5)); + } + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.viewDir = normalize(_WorldSpaceCameraPos - mul(unity_ObjectToWorld, v.vertex).xyz); + return o; + } + + float4 frag(v2f i) : SV_Target + { + float3 normal = normalize(i.worldNormal); + float3 viewDir = normalize(i.viewDir); + float time = _Time.y; + + float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity; + float4 color = lerp(_MainColor, _FresnelColor, fresnel); + + #if defined(_HEX_PATTERN) + float hex = HexPattern(i.uv); + float hexPulse = sin(time * _HexPulseSpeed) * 0.5 + 0.5; + color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5); + color.a += hex * 0.3; + #endif + + float pulse = sin(time * _PulseSpeed) * _PulseIntensity; + color.a += pulse; + color.rgb += _EdgeColor.rgb * fresnel * 0.5; + color.a = saturate(color.a); + + return color; + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "ShieldHDRP" + Tags { "LightMode" = "Forward" } + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local _HEX_PATTERN + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _MainColor; + float4 _EdgeColor; + float4 _FresnelColor; + float _FresnelPower; + float _FresnelIntensity; + float _HexScale; + float _HexEdgeWidth; + float _HexPulseSpeed; + float _PulseSpeed; + float _PulseIntensity; + CBUFFER_END + + struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; + struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 viewDir : TEXCOORD2; }; + + float HexPattern(float2 p, float scale, float edgeWidth) + { + const float2 s = float2(1, 1.7320508); + p *= scale; + float4 hC = floor(float4(p, p - float2(0.5, 1)) / s.xyxy) + 0.5; + float4 h = float4(p - hC.xy * s, p - (hC.zw + 0.5) * s); + float2 nearest = dot(h.xy, h.xy) < dot(h.zw, h.zw) ? h.xy : h.zw; + return 1 - smoothstep(edgeWidth, edgeWidth + 0.02, abs(length(nearest) - 0.5)); + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz); + OUT.positionCS = TransformWorldToHClip(worldPos); + OUT.uv = IN.uv; + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.viewDir = GetWorldSpaceNormalizeViewDir(worldPos); + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float3 normal = normalize(IN.worldNormal); + float3 viewDir = normalize(IN.viewDir); + float fresnel = pow(1 - saturate(dot(viewDir, normal)), _FresnelPower) * _FresnelIntensity; + float4 color = lerp(_MainColor, _FresnelColor, fresnel); + + #if defined(_HEX_PATTERN) + float hex = HexPattern(IN.uv, _HexScale, _HexEdgeWidth); + float hexPulse = sin(_Time.y * _HexPulseSpeed) * 0.5 + 0.5; + color.rgb += _EdgeColor.rgb * hex * (0.5 + hexPulse * 0.5); + color.a += hex * 0.3; + #endif + + color.a += sin(_Time.y * _PulseSpeed) * _PulseIntensity; + color.rgb += _EdgeColor.rgb * fresnel * 0.5; + color.a = saturate(color.a); + return color; + } + ENDHLSL + } + } + + FallBack "Universal Render Pipeline/Unlit" +} diff --git a/Shaders/Effects/SynapticShieldPro.shader.meta b/Shaders/Effects/SynapticShieldPro.shader.meta new file mode 100644 index 0000000..5f7b3f0 --- /dev/null +++ b/Shaders/Effects/SynapticShieldPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: bd72a59a6dbde45f8bf617b27ba32f94 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Effects/SynapticShieldPro.shader + uploadId: 943096 diff --git a/Shaders/Grass.meta b/Shaders/Grass.meta new file mode 100644 index 0000000..7398b70 --- /dev/null +++ b/Shaders/Grass.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 20c818fdd20f14e1d9b93c2b928652cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Grass/GrassInstancer.compute b/Shaders/Grass/GrassInstancer.compute new file mode 100644 index 0000000..3a92cf4 --- /dev/null +++ b/Shaders/Grass/GrassInstancer.compute @@ -0,0 +1,176 @@ +// Gentix AI Pro - GPU Grass Instancing Compute Shader +// Handles culling, LOD, and instance buffer generation for massive grass rendering + +#pragma kernel CSMain +#pragma kernel CSClear + +// Grass instance data +struct GrassInstance +{ + float3 position; + float3 normal; + float2 uv; + float height; + float width; + float rotation; + float stiffness; + float windPhase; +}; + +// Indirect draw arguments +struct IndirectArgs +{ + uint vertexCountPerInstance; + uint instanceCount; + uint startVertexLocation; + uint startInstanceLocation; +}; + +// Input buffers +StructuredBuffer _SourceInstances; +RWStructuredBuffer _CulledInstances; +RWStructuredBuffer _IndirectArgs; + +// Counters +RWStructuredBuffer _InstanceCounter; + +// Parameters +float4x4 _ViewProjectionMatrix; +float4x4 _ViewMatrix; +float3 _CameraPosition; +float3 _CameraForward; +float _FrustumCullMargin; +float _MaxRenderDistance; +float _LOD0Distance; +float _LOD1Distance; +float _LOD2Distance; +float _DensityFalloff; +float _Time; + +// Wind parameters +float3 _WindDirection; +float _WindStrength; +float _WindSpeed; +float _WindFrequency; + +// Frustum planes +float4 _FrustumPlanes[6]; + +// Instance counts +uint _TotalInstances; +uint _MaxVisibleInstances; + +// LOD group (0, 1, 2) +uint _LODGroup; + +// Check if point is inside frustum +bool IsInsideFrustum(float3 position, float margin) +{ + for (int i = 0; i < 6; i++) + { + float dist = dot(_FrustumPlanes[i].xyz, position) + _FrustumPlanes[i].w; + if (dist < -margin) + return false; + } + return true; +} + +// Calculate LOD level based on distance +uint GetLODLevel(float distance) +{ + if (distance < _LOD0Distance) + return 0; + else if (distance < _LOD1Distance) + return 1; + else if (distance < _LOD2Distance) + return 2; + else + return 3; // Culled +} + +// Hash function for consistent randomization +float Hash(float2 p) +{ + return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453); +} + +// Wind offset calculation (matches shader) +float3 CalculateWindOffset(float3 position, float height, float windPhase) +{ + float3 windDir = normalize(_WindDirection); + + // Main wind wave + float phase = dot(position.xz, windDir.xz) * _WindFrequency + _Time * _WindSpeed + windPhase; + float wave = sin(phase) * 0.5 + 0.5; + + // Gust + float gustPhase = _Time * 0.5 + windPhase; + float gust = sin(gustPhase) * sin(gustPhase * 2.3) * 0.3; + + float windFactor = (wave + gust) * _WindStrength * height * height; + + return windDir * windFactor; +} + +[numthreads(256, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + if (id.x >= _TotalInstances) + return; + + GrassInstance instance = _SourceInstances[id.x]; + + // Calculate distance to camera + float3 toCamera = _CameraPosition - instance.position; + float distance = length(toCamera); + + // Distance culling + if (distance > _MaxRenderDistance) + return; + + // LOD selection + uint lodLevel = GetLODLevel(distance); + if (lodLevel != _LODGroup) + return; + + // Density falloff (render fewer instances at distance) + if (lodLevel > 0) + { + float densityThreshold = 1.0 - (distance - _LOD0Distance) / (_MaxRenderDistance - _LOD0Distance) * _DensityFalloff; + float randomValue = Hash(instance.position.xz); + if (randomValue > densityThreshold) + return; + } + + // Calculate wind-affected position for frustum culling + float3 windOffset = CalculateWindOffset(instance.position, instance.height, instance.windPhase); + float3 tipPosition = instance.position + float3(0, instance.height, 0) + windOffset; + + // Frustum culling (check both root and tip) + float cullMargin = _FrustumCullMargin + instance.height; + if (!IsInsideFrustum(instance.position, cullMargin) && !IsInsideFrustum(tipPosition, cullMargin)) + return; + + // Backface culling optimization (skip grass facing away) + float3 grassForward = instance.normal; + float facingRatio = dot(normalize(toCamera), grassForward); + // Allow grass to be seen from both sides, but skip if completely edge-on + if (abs(facingRatio) < 0.1) + return; + + // Add to visible buffer + uint index; + InterlockedAdd(_InstanceCounter[0], 1, index); + + if (index < _MaxVisibleInstances) + { + _CulledInstances[index] = instance; + } +} + +[numthreads(1, 1, 1)] +void CSClear(uint3 id : SV_DispatchThreadID) +{ + _InstanceCounter[0] = 0; + _IndirectArgs[0].instanceCount = 0; +} diff --git a/Shaders/Grass/GrassInstancer.compute.meta b/Shaders/Grass/GrassInstancer.compute.meta new file mode 100644 index 0000000..e03b2b1 --- /dev/null +++ b/Shaders/Grass/GrassInstancer.compute.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 6031fc9431d7a496bbcd62708bdb5f7a +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Grass/GrassInstancer.compute + uploadId: 943096 diff --git a/Shaders/Grass/SynapticGrassPro.shader b/Shaders/Grass/SynapticGrassPro.shader new file mode 100644 index 0000000..03e0aff --- /dev/null +++ b/Shaders/Grass/SynapticGrassPro.shader @@ -0,0 +1,874 @@ +Shader "Gentix/GrassPro" +{ + Properties + { + [Header(Base)] + _MainTex ("Albedo", 2D) = "white" {} + _BaseColor ("Base Color", Color) = (0.2, 0.6, 0.2, 1) + _TipColor ("Tip Color", Color) = (0.5, 0.9, 0.3, 1) + _GradientPower ("Gradient Power", Range(0.1, 3)) = 1 + + [Header(Wind Animation)] + [Toggle(_WIND_ON)] _WindEnabled ("Enable Wind", Float) = 1 + _WindStrength ("Wind Strength", Range(0, 2)) = 0.5 + _WindSpeed ("Wind Speed", Float) = 1 + _WindFrequency ("Wind Frequency", Float) = 1 + _WindDirection ("Wind Direction", Vector) = (1, 0, 0.5, 0) + _WindNoiseTex ("Wind Noise", 2D) = "grey" {} + _WindNoiseScale ("Wind Noise Scale", Float) = 0.1 + _WindGustStrength ("Gust Strength", Range(0, 2)) = 0.3 + _WindGustFrequency ("Gust Frequency", Float) = 0.5 + + [Header(Player Interaction)] + [Toggle(_INTERACTION_ON)] _InteractionEnabled ("Enable Interaction", Float) = 1 + _InteractionRadius ("Interaction Radius", Float) = 2 + _InteractionStrength ("Interaction Strength", Range(0, 2)) = 1 + _InteractionFalloff ("Interaction Falloff", Range(0.1, 5)) = 2 + + [Header(Subsurface Scattering)] + [Toggle(_SSS_ON)] _SSSEnabled ("Enable SSS", Float) = 1 + _SSSColor ("SSS Color", Color) = (0.8, 1.0, 0.5, 1) + _SSSStrength ("SSS Strength", Range(0, 2)) = 1 + _SSSDistortion ("SSS Distortion", Range(0, 1)) = 0.5 + _SSSPower ("SSS Power", Range(1, 16)) = 4 + + [Header(Detail)] + _AO ("Ambient Occlusion", Range(0, 1)) = 0.5 + _AOPower ("AO Power", Range(0.1, 3)) = 1 + _Roughness ("Roughness", Range(0, 1)) = 0.8 + + [Header(Specular)] + [Toggle(_SPECULAR_ON)] _SpecularEnabled ("Enable Specular", Float) = 1 + _SpecularColor ("Specular Color", Color) = (1, 1, 0.8, 1) + _SpecularIntensity ("Specular Intensity", Range(0, 3)) = 0.5 + _SpecularPower ("Specular Power", Range(1, 128)) = 32 + + [Header(Distance Fade)] + [Toggle(_DISTANCE_FADE_ON)] _DistanceFadeEnabled ("Enable Distance Fade", Float) = 1 + _FadeStart ("Fade Start", Float) = 30 + _FadeEnd ("Fade End", Float) = 50 + _FadeMinScale ("Fade Min Scale", Range(0, 1)) = 0.3 + + [Header(Cutout)] + _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 + + [Header(Rendering)] + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 0 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "TransparentCutout" + "Queue" = "AlphaTest" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "GrassForward" + Tags { "LightMode" = "UniversalForward" } + + Cull [_Cull] + AlphaToMask On + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile _ _ADDITIONAL_LIGHTS + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #pragma shader_feature_local _WIND_ON + #pragma shader_feature_local _INTERACTION_ON + #pragma shader_feature_local _SSS_ON + #pragma shader_feature_local _SPECULAR_ON + #pragma shader_feature_local _DISTANCE_FADE_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_MainTex); + TEXTURE2D(_WindNoiseTex); + SAMPLER(sampler_MainTex); + SAMPLER(sampler_WindNoiseTex); + + // Interaction positions (set from script) + float4 _InteractionPositions[16]; + int _InteractionCount; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float4 _TipColor; + float _GradientPower; + + float _WindStrength; + float _WindSpeed; + float _WindFrequency; + float4 _WindDirection; + float4 _WindNoiseTex_ST; + float _WindNoiseScale; + float _WindGustStrength; + float _WindGustFrequency; + + float _InteractionRadius; + float _InteractionStrength; + float _InteractionFalloff; + + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + + float _AO; + float _AOPower; + float _Roughness; + + float4 _SpecularColor; + float _SpecularIntensity; + float _SpecularPower; + + float _FadeStart; + float _FadeEnd; + float _FadeMinScale; + + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + float4 color : COLOR; // R = height, G = AO, B = unused, A = stiffness + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 vertexColor : TEXCOORD3; + float4 shadowCoord : TEXCOORD4; + float fogFactor : TEXCOORD5; + float heightGradient : TEXCOORD6; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // Wind functions + float3 WindAnimation(float3 worldPos, float height, float stiffness, float time) + { + #if defined(_WIND_ON) + float3 windDir = normalize(_WindDirection.xyz); + + // Sample wind noise + float2 noiseUV = worldPos.xz * _WindNoiseScale + time * _WindSpeed * 0.1; + float noise = SAMPLE_TEXTURE2D_LOD(_WindNoiseTex, sampler_WindNoiseTex, noiseUV, 0).r; + + // Main wind wave + float windPhase = dot(worldPos.xz, windDir.xz) * _WindFrequency + time * _WindSpeed; + float wave = sin(windPhase) * 0.5 + 0.5; + + // Gust + float gustPhase = time * _WindGustFrequency; + float gust = sin(gustPhase) * sin(gustPhase * 2.3) * _WindGustStrength; + + // Combined wind + float windFactor = (wave + gust + noise - 0.5) * _WindStrength; + windFactor *= height * height; // Quadratic falloff from root + windFactor *= (1 - stiffness); // Stiffness reduces wind effect + + return windDir * windFactor; + #else + return float3(0, 0, 0); + #endif + } + + // Player interaction + float3 InteractionDisplacement(float3 worldPos, float height) + { + #if defined(_INTERACTION_ON) + float3 totalDisplacement = float3(0, 0, 0); + + for (int i = 0; i < _InteractionCount && i < 16; i++) + { + float3 interactorPos = _InteractionPositions[i].xyz; + float3 toGrass = worldPos - interactorPos; + toGrass.y = 0; + + float dist = length(toGrass); + float influence = 1 - saturate(pow(dist / _InteractionRadius, _InteractionFalloff)); + + if (influence > 0.001) + { + float3 pushDir = normalize(toGrass + float3(0.001, 0, 0.001)); + totalDisplacement += pushDir * influence * _InteractionStrength * height; + } + } + + return totalDisplacement; + #else + return float3(0, 0, 0); + #endif + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + + float height = IN.color.r; // Height along blade (0 = root, 1 = tip) + float stiffness = IN.color.a; + float time = _Time.y; + + float3 posOS = IN.positionOS.xyz; + float3 worldPosBase = TransformObjectToWorld(float3(0, 0, 0)); + + // Distance fade + #if defined(_DISTANCE_FADE_ON) + float distToCam = distance(worldPosBase, _WorldSpaceCameraPos); + float fadeFactor = saturate((distToCam - _FadeStart) / (_FadeEnd - _FadeStart)); + float scale = lerp(1, _FadeMinScale, fadeFactor); + posOS *= scale; + #endif + + float3 worldPos = TransformObjectToWorld(posOS); + + // Apply wind + float3 windOffset = WindAnimation(worldPos, height, stiffness, time); + worldPos += windOffset; + + // Apply interaction + float3 interactOffset = InteractionDisplacement(worldPos, height); + worldPos += interactOffset; + + OUT.worldPos = worldPos; + OUT.positionCS = TransformWorldToHClip(worldPos); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.vertexColor = IN.color; + OUT.shadowCoord = TransformWorldToShadowCoord(worldPos); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + OUT.heightGradient = height; + + return OUT; + } + + // SSS function + float3 SubsurfaceScattering(float3 viewDir, float3 lightDir, float3 normal, float3 lightColor) + { + #if defined(_SSS_ON) + float3 H = normalize(lightDir + normal * _SSSDistortion); + float VdotH = pow(saturate(dot(viewDir, -H)), _SSSPower); + return _SSSColor.rgb * VdotH * _SSSStrength * lightColor; + #else + return float3(0, 0, 0); + #endif + } + + float4 frag(Varyings IN) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + // Sample texture + float4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); + clip(texColor.a - _Cutoff); + + float3 viewDir = normalize(_WorldSpaceCameraPos - IN.worldPos); + float3 normal = normalize(IN.worldNormal); + + // Height-based color gradient + float gradientFactor = pow(IN.heightGradient, _GradientPower); + float3 albedo = lerp(_BaseColor.rgb, _TipColor.rgb, gradientFactor) * texColor.rgb; + + // Ambient occlusion from vertex color + float ao = lerp(1, IN.vertexColor.g, _AO); + ao = pow(ao, _AOPower); + + // Lighting + Light mainLight = GetMainLight(IN.shadowCoord); + float3 lightDir = mainLight.direction; + float3 lightColor = mainLight.color; + float shadow = mainLight.shadowAttenuation; + + // Wrapped diffuse for softer look + float NdotL = dot(normal, lightDir); + float wrappedNdotL = NdotL * 0.5 + 0.5; + float3 diffuse = albedo * lightColor * wrappedNdotL * shadow; + + // SSS + float3 sss = SubsurfaceScattering(viewDir, lightDir, normal, lightColor); + sss *= (1 - IN.heightGradient) * shadow; // More SSS at base + + // Specular + float3 specular = float3(0, 0, 0); + #if defined(_SPECULAR_ON) + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, halfDir)); + float spec = pow(NdotH, _SpecularPower) * _SpecularIntensity; + specular = _SpecularColor.rgb * spec * shadow * IN.heightGradient; // More specular at tip + #endif + + // Additional lights + float3 additionalLights = float3(0, 0, 0); + #if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint i = 0; i < pixelLightCount; i++) + { + Light light = GetAdditionalLight(i, IN.worldPos); + float addNdotL = saturate(dot(normal, light.direction)); + additionalLights += albedo * light.color * light.distanceAttenuation * addNdotL * 0.5; + } + #endif + + // Ambient + float3 ambient = albedo * 0.1; + + // Combine + float3 finalColor = (diffuse + sss + specular + additionalLights + ambient) * ao; + + // Fog + finalColor = MixFog(finalColor, IN.fogFactor); + + return float4(finalColor, texColor.a); + } + ENDHLSL + } + + // Shadow caster pass + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex ShadowVert + #pragma fragment ShadowFrag + + #pragma multi_compile_instancing + #pragma shader_feature_local _WIND_ON + #pragma shader_feature_local _DISTANCE_FADE_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + float3 _LightDirection; + + float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection) + { + float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS)); + float scale = invNdotL * 0.001; + positionWS = lightDirection * 0.001 + positionWS; + positionWS = normalWS * scale.xxx + positionWS; + return positionWS; + } + + TEXTURE2D(_MainTex); + TEXTURE2D(_WindNoiseTex); + SAMPLER(sampler_MainTex); + SAMPLER(sampler_WindNoiseTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float _WindStrength; + float _WindSpeed; + float _WindFrequency; + float4 _WindDirection; + float _WindNoiseScale; + float _WindGustStrength; + float _WindGustFrequency; + float _FadeStart; + float _FadeEnd; + float _FadeMinScale; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float3 WindAnimation(float3 worldPos, float height, float stiffness, float time) + { + #if defined(_WIND_ON) + float3 windDir = normalize(_WindDirection.xyz); + float windPhase = dot(worldPos.xz, windDir.xz) * _WindFrequency + time * _WindSpeed; + float wave = sin(windPhase) * 0.5 + 0.5; + float gustPhase = time * _WindGustFrequency; + float gust = sin(gustPhase) * sin(gustPhase * 2.3) * _WindGustStrength; + float windFactor = (wave + gust - 0.25) * _WindStrength; + windFactor *= height * height; + windFactor *= (1 - stiffness); + return windDir * windFactor; + #else + return float3(0, 0, 0); + #endif + } + + Varyings ShadowVert(Attributes IN) + { + Varyings OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + + float height = IN.color.r; + float stiffness = IN.color.a; + + float3 posOS = IN.positionOS.xyz; + + #if defined(_DISTANCE_FADE_ON) + float3 worldPosBase = TransformObjectToWorld(float3(0, 0, 0)); + float distToCam = distance(worldPosBase, _WorldSpaceCameraPos); + float fadeFactor = saturate((distToCam - _FadeStart) / (_FadeEnd - _FadeStart)); + float scale = lerp(1, _FadeMinScale, fadeFactor); + posOS *= scale; + #endif + + float3 worldPos = TransformObjectToWorld(posOS); + worldPos += WindAnimation(worldPos, height, stiffness, _Time.y); + + float3 worldNormal = TransformObjectToWorldNormal(IN.normalOS); + worldPos = ApplyShadowBiasCustom(worldPos, worldNormal, _LightDirection); + float4 posCS = TransformWorldToHClip(worldPos); + + #if UNITY_REVERSED_Z + posCS.z = min(posCS.z, UNITY_NEAR_CLIP_VALUE); + #else + posCS.z = max(posCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + + OUT.positionCS = posCS; + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + + return OUT; + } + + float4 ShadowFrag(Varyings IN) : SV_Target + { + float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a; + clip(alpha - _Cutoff); + return 0; + } + ENDHLSL + } + + // Depth pass + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex DepthVert + #pragma fragment DepthFrag + + #pragma multi_compile_instancing + #pragma shader_feature_local _WIND_ON + #pragma shader_feature_local _DISTANCE_FADE_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float _WindStrength; + float _WindSpeed; + float _WindFrequency; + float4 _WindDirection; + float _WindGustStrength; + float _WindGustFrequency; + float _FadeStart; + float _FadeEnd; + float _FadeMinScale; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + float3 WindAnimation(float3 worldPos, float height, float stiffness, float time) + { + #if defined(_WIND_ON) + float3 windDir = normalize(_WindDirection.xyz); + float windPhase = dot(worldPos.xz, windDir.xz) * _WindFrequency + time * _WindSpeed; + float wave = sin(windPhase) * 0.5 + 0.5; + float gustPhase = time * _WindGustFrequency; + float gust = sin(gustPhase) * sin(gustPhase * 2.3) * _WindGustStrength; + float windFactor = (wave + gust - 0.25) * _WindStrength; + windFactor *= height * height; + windFactor *= (1 - stiffness); + return windDir * windFactor; + #else + return float3(0, 0, 0); + #endif + } + + Varyings DepthVert(Attributes IN) + { + Varyings OUT; + UNITY_SETUP_INSTANCE_ID(IN); + + float height = IN.color.r; + float stiffness = IN.color.a; + float3 posOS = IN.positionOS.xyz; + + #if defined(_DISTANCE_FADE_ON) + float3 worldPosBase = TransformObjectToWorld(float3(0, 0, 0)); + float distToCam = distance(worldPosBase, _WorldSpaceCameraPos); + float fadeFactor = saturate((distToCam - _FadeStart) / (_FadeEnd - _FadeStart)); + posOS *= lerp(1, _FadeMinScale, fadeFactor); + #endif + + float3 worldPos = TransformObjectToWorld(posOS); + worldPos += WindAnimation(worldPos, height, stiffness, _Time.y); + + OUT.positionCS = TransformWorldToHClip(worldPos); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + + return OUT; + } + + float4 DepthFrag(Varyings IN) : SV_Target + { + float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a; + clip(alpha - _Cutoff); + return 0; + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" } + + Pass + { + Name "GrassBuiltIn" + Tags { "LightMode" = "ForwardBase" } + Cull Off + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #pragma shader_feature_local _WIND_ON + #pragma shader_feature_local _SSS_ON + #pragma shader_feature_local _SPECULAR_ON + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _BaseColor; + float4 _TipColor; + float _GradientPower; + float _WindStrength; + float _WindSpeed; + float _WindFrequency; + float4 _WindDirection; + float _WindGustStrength; + float _WindGustFrequency; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + float4 _SpecularColor; + float _SpecularIntensity; + float _SpecularPower; + float _AO; + float _AOPower; + float _Cutoff; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 uv : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 vertexColor : TEXCOORD3; + float heightGradient : TEXCOORD4; + SHADOW_COORDS(5) + UNITY_FOG_COORDS(6) + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float3 WindAnimation(float3 worldPos, float height, float stiffness, float time) + { + #if defined(_WIND_ON) + float3 windDir = normalize(_WindDirection.xyz); + float windPhase = dot(worldPos.xz, windDir.xz) * _WindFrequency + time * _WindSpeed; + float wave = sin(windPhase) * 0.5 + 0.5; + float gustPhase = time * _WindGustFrequency; + float gust = sin(gustPhase) * sin(gustPhase * 2.3) * _WindGustStrength; + float windFactor = (wave + gust - 0.25) * _WindStrength; + windFactor *= height * height * (1 - stiffness); + return windDir * windFactor; + #else + return float3(0, 0, 0); + #endif + } + + v2f vert(appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + float height = v.color.r; + float stiffness = v.color.a; + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + worldPos += WindAnimation(worldPos, height, stiffness, _Time.y); + + o.pos = mul(UNITY_MATRIX_VP, float4(worldPos, 1)); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos = worldPos; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.vertexColor = v.color; + o.heightGradient = height; + TRANSFER_SHADOW(o) + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + float4 frag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + + float4 texColor = tex2D(_MainTex, i.uv); + clip(texColor.a - _Cutoff); + + float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); + float3 normal = normalize(i.worldNormal); + + float gradientFactor = pow(i.heightGradient, _GradientPower); + float3 albedo = lerp(_BaseColor.rgb, _TipColor.rgb, gradientFactor) * texColor.rgb; + + float ao = pow(lerp(1, i.vertexColor.g, _AO), _AOPower); + + float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float shadow = SHADOW_ATTENUATION(i); + + float NdotL = saturate(dot(normal, lightDir)); + float3 diffuse = albedo * lightColor * NdotL * shadow; + + float3 sss = float3(0, 0, 0); + #if defined(_SSS_ON) + float3 H = normalize(lightDir + normal * _SSSDistortion); + float VdotH = pow(saturate(dot(viewDir, -H)), _SSSPower); + sss = _SSSColor.rgb * VdotH * _SSSStrength * lightColor * shadow; + #endif + + float3 specular = float3(0, 0, 0); + #if defined(_SPECULAR_ON) + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, halfDir)); + float spec = pow(NdotH, _SpecularPower); + specular = _SpecularColor.rgb * spec * _SpecularIntensity * lightColor * shadow; + #endif + + float3 ambient = albedo * 0.1; + float3 finalColor = (diffuse + sss + specular + ambient) * ao; + UNITY_APPLY_FOG(i.fogCoord, finalColor); + + return float4(finalColor, texColor.a); + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags { "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "GrassHDRP" + Tags { "LightMode" = "Forward" } + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + #pragma shader_feature_local _WIND_ON + #pragma shader_feature_local _SSS_ON + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float4 _TipColor; + float _GradientPower; + float _WindStrength; + float _WindSpeed; + float _WindFrequency; + float4 _WindDirection; + float _WindGustStrength; + float _WindGustFrequency; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + float _AO; + float _AOPower; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float4 vertexColor : TEXCOORD3; + float heightGradient : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float3 WindAnimation(float3 worldPos, float height, float stiffness, float time) + { + #if defined(_WIND_ON) + float3 windDir = normalize(_WindDirection.xyz); + float windPhase = dot(worldPos.xz, windDir.xz) * _WindFrequency + time * _WindSpeed; + float wave = sin(windPhase) * 0.5 + 0.5; + float gust = sin(time * _WindGustFrequency) * sin(time * _WindGustFrequency * 2.3) * _WindGustStrength; + float windFactor = (wave + gust - 0.25) * _WindStrength * height * height * (1 - stiffness); + return windDir * windFactor; + #else + return float3(0, 0, 0); + #endif + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + + float height = IN.color.r; + float stiffness = IN.color.a; + float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz); + worldPos += WindAnimation(worldPos, height, stiffness, _Time.y); + + OUT.positionCS = TransformWorldToHClip(worldPos); + OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw; + OUT.worldPos = worldPos; + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.vertexColor = IN.color; + OUT.heightGradient = height; + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + float4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); + clip(texColor.a - _Cutoff); + + float3 viewDir = GetWorldSpaceNormalizeViewDir(IN.worldPos); + float3 normal = normalize(IN.worldNormal); + + float gradientFactor = pow(IN.heightGradient, _GradientPower); + float3 albedo = lerp(_BaseColor.rgb, _TipColor.rgb, gradientFactor) * texColor.rgb; + float ao = pow(lerp(1, IN.vertexColor.g, _AO), _AOPower); + + float3 lightDir = float3(0.5, 0.8, 0.2); + float NdotL = saturate(dot(normal, lightDir)); + float3 diffuse = albedo * NdotL; + + float3 sss = float3(0, 0, 0); + #if defined(_SSS_ON) + float3 H = normalize(lightDir + normal * _SSSDistortion); + float VdotH = pow(saturate(dot(viewDir, -H)), _SSSPower); + sss = _SSSColor.rgb * VdotH * _SSSStrength; + #endif + + float3 finalColor = (diffuse + sss + albedo * 0.1) * ao; + return float4(finalColor, texColor.a); + } + ENDHLSL + } + } + + FallBack "Universal Render Pipeline/Unlit" +} diff --git a/Shaders/Grass/SynapticGrassPro.shader.meta b/Shaders/Grass/SynapticGrassPro.shader.meta new file mode 100644 index 0000000..827a695 --- /dev/null +++ b/Shaders/Grass/SynapticGrassPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 018e57d0f0e184f44b8e10e7c593c179 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Grass/SynapticGrassPro.shader + uploadId: 943096 diff --git a/Shaders/Sky.meta b/Shaders/Sky.meta new file mode 100644 index 0000000..b944c79 --- /dev/null +++ b/Shaders/Sky.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f4c5963f651ca4850bf6ab0bb31ef14c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Sky/CloudNoise.compute b/Shaders/Sky/CloudNoise.compute new file mode 100644 index 0000000..286d538 --- /dev/null +++ b/Shaders/Sky/CloudNoise.compute @@ -0,0 +1,211 @@ +// Gentix AI Pro - Cloud Noise Generator +// Generates 3D Worley and Perlin noise for volumetric clouds + +#pragma kernel GenerateWorley3D +#pragma kernel GeneratePerlin3D +#pragma kernel CombineNoise + +RWTexture3D _Result; +RWTexture3D _WorkBuffer; + +uint _Resolution; +uint _Seed; +float _Frequency; +int _Octaves; +float _Persistence; +float _Lacunarity; + +// ============ Random Functions ============ + +float3 Hash3(float3 p) +{ + p = float3( + dot(p, float3(127.1, 311.7, 74.7)), + dot(p, float3(269.5, 183.3, 246.1)), + dot(p, float3(113.5, 271.9, 124.6)) + ); + return frac(sin(p) * 43758.5453); +} + +float Hash1(float3 p) +{ + return frac(sin(dot(p, float3(127.1, 311.7, 74.7))) * 43758.5453); +} + +// ============ Worley Noise ============ + +float Worley(float3 p) +{ + float3 id = floor(p); + float3 fp = frac(p); + + float minDist = 1.0; + + for (int z = -1; z <= 1; z++) + { + for (int y = -1; y <= 1; y++) + { + for (int x = -1; x <= 1; x++) + { + float3 offset = float3(x, y, z); + float3 cellId = id + offset; + float3 cellPoint = Hash3(cellId); + float3 diff = offset + cellPoint - fp; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + + return minDist; +} + +float WorleyFBM(float3 p, int octaves, float persistence, float lacunarity) +{ + float value = 0.0; + float amplitude = 0.5; + float frequency = 1.0; + float maxValue = 0.0; + + for (int i = 0; i < octaves; i++) + { + value += Worley(p * frequency) * amplitude; + maxValue += amplitude; + amplitude *= persistence; + frequency *= lacunarity; + } + + return value / maxValue; +} + +// ============ Perlin Noise ============ + +float3 Fade(float3 t) +{ + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +float Grad(float hash, float3 p) +{ + int h = int(hash * 16.0) & 15; + float u = h < 8 ? p.x : p.y; + float v = h < 4 ? p.y : (h == 12 || h == 14 ? p.x : p.z); + return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); +} + +float Perlin(float3 p) +{ + float3 Pi = floor(p); + float3 Pf = frac(p); + float3 fade = Fade(Pf); + + float n000 = Grad(Hash1(Pi + float3(0, 0, 0)), Pf - float3(0, 0, 0)); + float n100 = Grad(Hash1(Pi + float3(1, 0, 0)), Pf - float3(1, 0, 0)); + float n010 = Grad(Hash1(Pi + float3(0, 1, 0)), Pf - float3(0, 1, 0)); + float n110 = Grad(Hash1(Pi + float3(1, 1, 0)), Pf - float3(1, 1, 0)); + float n001 = Grad(Hash1(Pi + float3(0, 0, 1)), Pf - float3(0, 0, 1)); + float n101 = Grad(Hash1(Pi + float3(1, 0, 1)), Pf - float3(1, 0, 1)); + float n011 = Grad(Hash1(Pi + float3(0, 1, 1)), Pf - float3(0, 1, 1)); + float n111 = Grad(Hash1(Pi + float3(1, 1, 1)), Pf - float3(1, 1, 1)); + + float n00 = lerp(n000, n100, fade.x); + float n01 = lerp(n001, n101, fade.x); + float n10 = lerp(n010, n110, fade.x); + float n11 = lerp(n011, n111, fade.x); + + float n0 = lerp(n00, n10, fade.y); + float n1 = lerp(n01, n11, fade.y); + + return lerp(n0, n1, fade.z) * 0.5 + 0.5; +} + +float PerlinFBM(float3 p, int octaves, float persistence, float lacunarity) +{ + float value = 0.0; + float amplitude = 0.5; + float frequency = 1.0; + float maxValue = 0.0; + + for (int i = 0; i < octaves; i++) + { + value += Perlin(p * frequency) * amplitude; + maxValue += amplitude; + amplitude *= persistence; + frequency *= lacunarity; + } + + return value / maxValue; +} + +// ============ Kernels ============ + +[numthreads(8, 8, 8)] +void GenerateWorley3D(uint3 id : SV_DispatchThreadID) +{ + if (any(id >= _Resolution)) + return; + + float3 uvw = float3(id) / float(_Resolution); + float3 p = uvw * _Frequency; + + // Generate tileable Worley noise + float worley1 = WorleyFBM(p, _Octaves, _Persistence, _Lacunarity); + float worley2 = WorleyFBM(p * 2.0, _Octaves, _Persistence, _Lacunarity); + float worley3 = WorleyFBM(p * 4.0, _Octaves, _Persistence, _Lacunarity); + + // Invert Worley for cloud-like shapes + worley1 = 1.0 - worley1; + worley2 = 1.0 - worley2; + worley3 = 1.0 - worley3; + + // Pack into RGBA + _Result[id] = float4(worley1, worley2, worley3, 1.0); +} + +[numthreads(8, 8, 8)] +void GeneratePerlin3D(uint3 id : SV_DispatchThreadID) +{ + if (any(id >= _Resolution)) + return; + + float3 uvw = float3(id) / float(_Resolution); + float3 p = uvw * _Frequency; + + float perlin = PerlinFBM(p, _Octaves, _Persistence, _Lacunarity); + + _WorkBuffer[id] = perlin; +} + +[numthreads(8, 8, 8)] +void CombineNoise(uint3 id : SV_DispatchThreadID) +{ + if (any(id >= _Resolution)) + return; + + float3 uvw = float3(id) / float(_Resolution); + float3 p = uvw * _Frequency; + + // Worley for cloud shapes (multiple octaves) + float worley1 = 1.0 - WorleyFBM(p, 3, 0.5, 2.0); + float worley2 = 1.0 - WorleyFBM(p * 2.0, 3, 0.5, 2.0); + float worley3 = 1.0 - WorleyFBM(p * 4.0, 3, 0.5, 2.0); + + // Perlin for low frequency base shape + float perlin = PerlinFBM(p, 4, 0.5, 2.0); + + // Combine: Perlin-Worley for base shape + float baseShape = saturate(perlin * 0.6 + worley1 * 0.4); + + // Detail layers + float detail1 = worley2; + float detail2 = worley3; + + // Erosion (subtract detail from base) + float erosion = saturate(baseShape - detail1 * 0.3 - detail2 * 0.1); + + // R: Base shape with erosion + // G: Low frequency detail + // B: High frequency detail + // A: Perlin base (for animation blending) + _Result[id] = float4(erosion, detail1, detail2, perlin); +} diff --git a/Shaders/Sky/CloudNoise.compute.meta b/Shaders/Sky/CloudNoise.compute.meta new file mode 100644 index 0000000..974035a --- /dev/null +++ b/Shaders/Sky/CloudNoise.compute.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 81d34d35ae5b84546a0a971124c61744 +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Sky/CloudNoise.compute + uploadId: 943096 diff --git a/Shaders/Sky/GentixSkyPro.shader b/Shaders/Sky/GentixSkyPro.shader new file mode 100644 index 0000000..538ed53 --- /dev/null +++ b/Shaders/Sky/GentixSkyPro.shader @@ -0,0 +1,570 @@ +Shader "Gentix/SkyPro" +{ + Properties + { + [Header(Atmosphere)] + _AtmosphereColor ("Atmosphere Color", Color) = (0.4, 0.7, 1.0, 1) + _HorizonColor ("Horizon Color", Color) = (0.8, 0.85, 0.9, 1) + _GroundColor ("Ground Color", Color) = (0.3, 0.3, 0.35, 1) + _AtmosphereThickness ("Atmosphere Thickness", Range(0, 5)) = 1 + _MieScattering ("Mie Scattering", Range(0, 1)) = 0.1 + _RayleighScattering ("Rayleigh Scattering", Range(0, 2)) = 1 + + [Header(Sun)] + _SunColor ("Sun Color", Color) = (1, 0.95, 0.8, 1) + _SunSize ("Sun Size", Range(0.001, 0.1)) = 0.02 + _SunIntensity ("Sun Intensity", Range(0, 10)) = 5 + _SunGlowSize ("Sun Glow Size", Range(0, 1)) = 0.3 + _SunGlowIntensity ("Sun Glow Intensity", Range(0, 5)) = 1 + + [Header(Clouds Volumetric)] + [Toggle(_CLOUDS_ON)] _CloudsEnabled ("Enable Clouds", Float) = 1 + _CloudColor ("Cloud Color", Color) = (1, 1, 1, 1) + _CloudShadowColor ("Cloud Shadow Color", Color) = (0.6, 0.65, 0.7, 1) + _CloudDensity ("Cloud Density", Range(0, 2)) = 1 + _CloudCoverage ("Cloud Coverage", Range(0, 1)) = 0.5 + _CloudHeight ("Cloud Height", Float) = 2000 + _CloudThickness ("Cloud Thickness", Float) = 500 + _CloudSpeed ("Cloud Speed", Float) = 0.01 + _CloudDirection ("Cloud Direction", Vector) = (1, 0, 0, 0) + + [Header(Cloud Detail)] + _CloudScale ("Cloud Scale", Float) = 0.0001 + _CloudDetailScale ("Detail Scale", Float) = 0.0005 + _CloudDetailStrength ("Detail Strength", Range(0, 1)) = 0.5 + _CloudEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.3 + + [Header(Cloud Lighting)] + _CloudAmbient ("Cloud Ambient", Range(0, 1)) = 0.3 + _CloudSunPenetration ("Sun Penetration", Range(0, 1)) = 0.3 + _CloudSilverLining ("Silver Lining", Range(0, 1)) = 0.5 + _CloudSilverLiningSpread ("Silver Spread", Range(0.5, 5)) = 2 + + [Header(Stars)] + [Toggle(_STARS_ON)] _StarsEnabled ("Enable Stars", Float) = 1 + _StarsDensity ("Stars Density", Range(0, 1)) = 0.5 + _StarsIntensity ("Stars Intensity", Range(0, 3)) = 1 + _StarsTwinkleSpeed ("Twinkle Speed", Float) = 2 + + [Header(Night Sky)] + _NightColor ("Night Sky Color", Color) = (0.02, 0.02, 0.05, 1) + _NightTransition ("Night Transition", Range(0, 1)) = 0.3 + + [Header(Performance)] + _CloudSteps ("Cloud Ray Steps", Range(4, 64)) = 16 + _CloudLightSteps ("Light Ray Steps", Range(2, 16)) = 4 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Background" + "Queue" = "Background" + "PreviewType" = "Skybox" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "SkyPro" + + Cull Off + ZWrite Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature_local _CLOUDS_ON + #pragma shader_feature_local _STARS_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + CBUFFER_START(UnityPerMaterial) + // Atmosphere + float4 _AtmosphereColor; + float4 _HorizonColor; + float4 _GroundColor; + float _AtmosphereThickness; + float _MieScattering; + float _RayleighScattering; + + // Sun + float4 _SunColor; + float _SunSize; + float _SunIntensity; + float _SunGlowSize; + float _SunGlowIntensity; + + // Clouds + float4 _CloudColor; + float4 _CloudShadowColor; + float _CloudDensity; + float _CloudCoverage; + float _CloudHeight; + float _CloudThickness; + float _CloudSpeed; + float4 _CloudDirection; + float _CloudScale; + float _CloudDetailScale; + float _CloudDetailStrength; + float _CloudEdgeSoftness; + float _CloudAmbient; + float _CloudSunPenetration; + float _CloudSilverLining; + float _CloudSilverLiningSpread; + + // Stars + float _StarsDensity; + float _StarsIntensity; + float _StarsTwinkleSpeed; + + // Night + float4 _NightColor; + float _NightTransition; + + // Performance + float _CloudSteps; + float _CloudLightSteps; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 viewDir : TEXCOORD0; + float3 worldPos : TEXCOORD1; + }; + + // Noise functions + float Hash(float3 p) + { + p = frac(p * 0.3183099 + 0.1); + p *= 17.0; + return frac(p.x * p.y * p.z * (p.x + p.y + p.z)); + } + + float Noise3D(float3 p) + { + float3 i = floor(p); + float3 f = frac(p); + f = f * f * (3.0 - 2.0 * f); + + return lerp( + lerp(lerp(Hash(i + float3(0, 0, 0)), Hash(i + float3(1, 0, 0)), f.x), + lerp(Hash(i + float3(0, 1, 0)), Hash(i + float3(1, 1, 0)), f.x), f.y), + lerp(lerp(Hash(i + float3(0, 0, 1)), Hash(i + float3(1, 0, 1)), f.x), + lerp(Hash(i + float3(0, 1, 1)), Hash(i + float3(1, 1, 1)), f.x), f.y), f.z + ); + } + + float FBM(float3 p, int octaves) + { + float value = 0; + float amplitude = 0.5; + float frequency = 1; + + for (int i = 0; i < octaves; i++) + { + value += amplitude * Noise3D(p * frequency); + frequency *= 2; + amplitude *= 0.5; + } + + return value; + } + + // Cloud density at a point + float CloudDensity(float3 p) + { + float time = _Time.y * _CloudSpeed; + float3 windOffset = _CloudDirection.xyz * time; + + // Main cloud shape + float mainNoise = FBM((p + windOffset) * _CloudScale, 4); + + // Detail noise + float detailNoise = FBM((p + windOffset * 2) * _CloudDetailScale, 3); + mainNoise = lerp(mainNoise, mainNoise * detailNoise, _CloudDetailStrength); + + // Coverage threshold + float density = mainNoise - (1 - _CloudCoverage); + density = saturate(density / _CloudEdgeSoftness); + + return density * _CloudDensity; + } + + // Ray-sphere intersection + float2 RaySphereIntersect(float3 rayOrigin, float3 rayDir, float3 sphereCenter, float sphereRadius) + { + float3 oc = rayOrigin - sphereCenter; + float b = dot(oc, rayDir); + float c = dot(oc, oc) - sphereRadius * sphereRadius; + float h = b * b - c; + + if (h < 0) return float2(-1, -1); + + h = sqrt(h); + return float2(-b - h, -b + h); + } + + // Rayleigh phase function + float RayleighPhase(float cosTheta) + { + return 0.75 * (1.0 + cosTheta * cosTheta); + } + + // Mie phase function (Henyey-Greenstein) + float MiePhase(float cosTheta, float g) + { + float g2 = g * g; + return (1 - g2) / (4 * PI * pow(1 + g2 - 2 * g * cosTheta, 1.5)); + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.viewDir = normalize(TransformObjectToWorld(IN.positionOS.xyz)); + OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz); + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float3 viewDir = normalize(IN.viewDir); + + // Get sun direction + Light mainLight = GetMainLight(); + float3 sunDir = mainLight.direction; + float sunDot = dot(viewDir, sunDir); + + // Day/night factor based on sun height + float sunHeight = sunDir.y; + float dayFactor = saturate((sunHeight + _NightTransition) / (2 * _NightTransition)); + + // ==================== ATMOSPHERE ==================== + + // Vertical gradient + float upDot = viewDir.y; + float horizonFactor = 1 - abs(upDot); + horizonFactor = pow(horizonFactor, 3); + + // Rayleigh scattering (blue sky) + float rayleigh = RayleighPhase(sunDot) * _RayleighScattering; + + // Mie scattering (sun glow) + float mie = MiePhase(sunDot, 0.76) * _MieScattering; + + // Sky color + float3 skyColor = _AtmosphereColor.rgb * _AtmosphereThickness; + skyColor = lerp(skyColor, _HorizonColor.rgb, horizonFactor); + + // Apply scattering + float3 scatterColor = skyColor * rayleigh + _SunColor.rgb * mie; + + // Ground color (below horizon) + float groundMask = saturate(-upDot * 10); + scatterColor = lerp(scatterColor, _GroundColor.rgb, groundMask); + + // ==================== SUN ==================== + + float sunMask = saturate((sunDot - (1 - _SunSize)) / _SunSize); + sunMask = pow(sunMask, 0.5); + + // Sun glow + float sunGlow = pow(saturate(sunDot), 8 / _SunGlowSize) * _SunGlowIntensity; + + float3 sunColor = _SunColor.rgb * _SunIntensity * (sunMask + sunGlow); + + // ==================== STARS ==================== + + float3 starsColor = float3(0, 0, 0); + #if defined(_STARS_ON) + if (dayFactor < 0.8) + { + // Star field + float3 starDir = viewDir * 1000; + float starNoise = Hash(floor(starDir)); + + if (starNoise > 1 - _StarsDensity * 0.01) + { + float twinkle = sin(_Time.y * _StarsTwinkleSpeed + starNoise * 100) * 0.3 + 0.7; + float starBrightness = pow(starNoise, 20) * _StarsIntensity * twinkle; + starsColor = float3(1, 1, 1) * starBrightness * (1 - dayFactor); + } + } + #endif + + // ==================== CLOUDS ==================== + + float3 cloudColor = float3(0, 0, 0); + float cloudAlpha = 0; + + #if defined(_CLOUDS_ON) + // Ray march through cloud layer + float3 rayOrigin = float3(0, 0, 0); + float3 rayDir = viewDir; + + // Cloud layer bounds + float cloudBottom = _CloudHeight; + float cloudTop = _CloudHeight + _CloudThickness; + + // Calculate entry/exit points + float2 tBottom = RaySphereIntersect(rayOrigin, rayDir, float3(0, -6371000, 0), 6371000 + cloudBottom); + float2 tTop = RaySphereIntersect(rayOrigin, rayDir, float3(0, -6371000, 0), 6371000 + cloudTop); + + float tStart = max(tBottom.x, 0); + float tEnd = tTop.x > 0 ? tTop.x : tTop.y; + + if (tEnd > tStart && viewDir.y > -0.1) + { + float stepSize = (tEnd - tStart) / _CloudSteps; + float transmittance = 1; + float3 lightEnergy = float3(0, 0, 0); + + for (int i = 0; i < (int)_CloudSteps; i++) + { + float t = tStart + (i + 0.5) * stepSize; + float3 samplePos = rayOrigin + rayDir * t; + + float density = CloudDensity(samplePos); + + if (density > 0.001) + { + // Light march toward sun + float lightTransmittance = 1; + float lightStepSize = _CloudThickness / _CloudLightSteps; + + for (int j = 0; j < (int)_CloudLightSteps; j++) + { + float3 lightSamplePos = samplePos + sunDir * (j + 0.5) * lightStepSize; + float lightDensity = CloudDensity(lightSamplePos); + lightTransmittance *= exp(-lightDensity * lightStepSize * 0.01); + } + + // Beer's law + float extinctionCoeff = density * stepSize * 0.01; + float sampleTransmittance = exp(-extinctionCoeff); + + // Lighting + float3 ambient = _CloudColor.rgb * _CloudAmbient; + float3 directLight = _SunColor.rgb * lightTransmittance * _CloudSunPenetration; + + // Silver lining (forward scattering) + float silverLining = pow(saturate(sunDot), _CloudSilverLiningSpread) * _CloudSilverLining; + directLight += _SunColor.rgb * silverLining * lightTransmittance; + + // Shadow color blend + float3 cloudSample = lerp(_CloudShadowColor.rgb, _CloudColor.rgb, lightTransmittance); + cloudSample *= (ambient + directLight); + + lightEnergy += cloudSample * transmittance * (1 - sampleTransmittance); + transmittance *= sampleTransmittance; + + if (transmittance < 0.01) break; + } + } + + cloudColor = lightEnergy; + cloudAlpha = 1 - transmittance; + } + #endif + + // ==================== COMBINE ==================== + + // Night sky + float3 nightSky = lerp(_NightColor.rgb, scatterColor, dayFactor); + nightSky += starsColor; + + // Add sun + float3 finalColor = nightSky + sunColor * dayFactor; + + // Blend clouds + finalColor = lerp(finalColor, cloudColor, cloudAlpha); + + // Tone mapping (simple Reinhard) + finalColor = finalColor / (finalColor + 1); + + return float4(finalColor, 1); + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags + { + "RenderType" = "Background" + "Queue" = "Background" + "PreviewType" = "Skybox" + } + + Pass + { + Name "SkyProBuiltIn" + Cull Off + ZWrite Off + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature_local _CLOUDS_ON + #pragma shader_feature_local _STARS_ON + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + float4 _AtmosphereColor; + float4 _HorizonColor; + float4 _GroundColor; + float _AtmosphereThickness; + float4 _SunColor; + float _SunSize; + float _SunIntensity; + float _SunGlowSize; + float _SunGlowIntensity; + float4 _NightColor; + float _NightTransition; + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float3 viewDir : TEXCOORD0; + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.viewDir = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); + return o; + } + + float4 frag(v2f i) : SV_Target + { + float3 viewDir = normalize(i.viewDir); + float3 sunDir = normalize(_WorldSpaceLightPos0.xyz); + float sunDot = dot(viewDir, sunDir); + float sunHeight = sunDir.y; + float dayFactor = saturate((sunHeight + _NightTransition) / (2 * _NightTransition)); + + float upDot = viewDir.y; + float horizonFactor = 1 - abs(upDot); + horizonFactor = pow(horizonFactor, 3); + + float3 skyColor = _AtmosphereColor.rgb * _AtmosphereThickness; + skyColor = lerp(skyColor, _HorizonColor.rgb, horizonFactor); + + float groundMask = saturate(-upDot * 10); + skyColor = lerp(skyColor, _GroundColor.rgb, groundMask); + + float sunMask = saturate((sunDot - (1 - _SunSize)) / _SunSize); + sunMask = pow(sunMask, 0.5); + float sunGlow = pow(saturate(sunDot), 8 / _SunGlowSize) * _SunGlowIntensity; + float3 sunColor = _SunColor.rgb * _SunIntensity * (sunMask + sunGlow); + + float3 nightSky = lerp(_NightColor.rgb, skyColor, dayFactor); + float3 finalColor = nightSky + sunColor * dayFactor; + finalColor = finalColor / (finalColor + 1); + + return float4(finalColor, 1); + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags + { + "RenderType" = "Background" + "Queue" = "Background" + "PreviewType" = "Skybox" + "RenderPipeline" = "HDRenderPipeline" + } + + Pass + { + Name "SkyProHDRP" + Cull Off + ZWrite Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _AtmosphereColor; + float4 _HorizonColor; + float4 _GroundColor; + float _AtmosphereThickness; + float4 _SunColor; + float _SunSize; + float _SunIntensity; + float _SunGlowSize; + float _SunGlowIntensity; + float4 _NightColor; + float _NightTransition; + CBUFFER_END + + struct Attributes { float4 positionOS : POSITION; }; + struct Varyings { float4 positionCS : SV_POSITION; float3 viewDir : TEXCOORD0; }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.viewDir = normalize(TransformObjectToWorld(IN.positionOS.xyz)); + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float3 viewDir = normalize(IN.viewDir); + float3 sunDir = float3(0.3, 0.8, 0.5); + float sunDot = dot(viewDir, sunDir); + float dayFactor = saturate((sunDir.y + _NightTransition) / (2 * _NightTransition)); + + float upDot = viewDir.y; + float horizonFactor = pow(1 - abs(upDot), 3); + + float3 skyColor = lerp(_AtmosphereColor.rgb * _AtmosphereThickness, _HorizonColor.rgb, horizonFactor); + skyColor = lerp(skyColor, _GroundColor.rgb, saturate(-upDot * 10)); + + float sunMask = pow(saturate((sunDot - (1 - _SunSize)) / _SunSize), 0.5); + float sunGlow = pow(saturate(sunDot), 8 / _SunGlowSize) * _SunGlowIntensity; + float3 sunColor = _SunColor.rgb * _SunIntensity * (sunMask + sunGlow); + + float3 finalColor = lerp(_NightColor.rgb, skyColor, dayFactor) + sunColor * dayFactor; + return float4(finalColor / (finalColor + 1), 1); + } + ENDHLSL + } + } + + FallBack Off +} diff --git a/Shaders/Sky/GentixSkyPro.shader.meta b/Shaders/Sky/GentixSkyPro.shader.meta new file mode 100644 index 0000000..fad0565 --- /dev/null +++ b/Shaders/Sky/GentixSkyPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a97609946080146e6878c24356ab4b20 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Sky/SynapticSkyPro.shader + uploadId: 943096 diff --git a/Shaders/SkySphere.meta b/Shaders/SkySphere.meta new file mode 100644 index 0000000..6a40b39 --- /dev/null +++ b/Shaders/SkySphere.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 14309571ccd3d4d109734f3a3950c40c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/SkySphere/SynapticSkySphere.shader b/Shaders/SkySphere/SynapticSkySphere.shader new file mode 100644 index 0000000..142ea30 --- /dev/null +++ b/Shaders/SkySphere/SynapticSkySphere.shader @@ -0,0 +1,168 @@ +Shader "Gentix/SkySphere" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _Tint ("Tint Color", Color) = (1,1,1,1) + } + + // URP SubShader + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="UniversalPipeline" } + + Pass + { + Name "SkySphereURP" + Cull Front + ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _Tint; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint; + return col; + } + ENDHLSL + } + } + + // HDRP SubShader + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="HDRenderPipeline" } + + Pass + { + Name "SkySphereHDRP" + Cull Front + ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + float4 _MainTex_ST; + float4 _Tint; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw; + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint; + return col; + } + ENDHLSL + } + } + + // Built-in Render Pipeline fallback + SubShader + { + Tags { "RenderType"="Background" "Queue"="Background" } + + Pass + { + Name "SkySphereBuiltIn" + Cull Front + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _Tint; + + v2f vert(appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.uv) * _Tint; + return col; + } + ENDCG + } + } + + FallBack Off +} diff --git a/Shaders/SkySphere/SynapticSkySphere.shader.meta b/Shaders/SkySphere/SynapticSkySphere.shader.meta new file mode 100644 index 0000000..93f0e71 --- /dev/null +++ b/Shaders/SkySphere/SynapticSkySphere.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 875adde82c7e04d70bfc7791c10b998a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/SkySphere/SynapticSkySphere.shader + uploadId: 943096 diff --git a/Shaders/Toon.meta b/Shaders/Toon.meta new file mode 100644 index 0000000..5d191bc --- /dev/null +++ b/Shaders/Toon.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2f5e9bae0ef2c48339b22b04ca813916 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Toon/SynapticToonPro.shader b/Shaders/Toon/SynapticToonPro.shader new file mode 100644 index 0000000..5101ba1 --- /dev/null +++ b/Shaders/Toon/SynapticToonPro.shader @@ -0,0 +1,1117 @@ +Shader "Gentix/ToonPro" +{ + Properties + { + [Header(Base)] + _MainTex ("Albedo", 2D) = "white" {} + _BaseColor ("Base Color", Color) = (1, 1, 1, 1) + + [Header(Shadow)] + _ShadowColor ("Shadow Color", Color) = (0.6, 0.5, 0.6, 1) + _ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5 + _ShadowSmoothness ("Shadow Smoothness", Range(0, 0.5)) = 0.1 + _ShadowRampTex ("Shadow Ramp", 2D) = "white" {} + [Toggle(_USE_RAMP)] _UseRamp ("Use Ramp Texture", Float) = 0 + + [Header(Dual Color SSS)] + [Toggle(_DUAL_SSS_ON)] _DualSSSEnabled ("Enable Dual SSS", Float) = 0 + _SSSLightColor ("SSS Light Side Color", Color) = (1, 0.9, 0.7, 1) + _SSSShadowColor ("SSS Shadow Side Color", Color) = (0.8, 0.4, 0.4, 1) + _SSSStrength ("SSS Strength", Range(0, 2)) = 0.5 + _SSSDistortion ("SSS Distortion", Range(0, 1)) = 0.5 + _SSSPower ("SSS Power", Range(1, 10)) = 3 + + [Header(Face Shadow)] + [Toggle(_FACE_SHADOW_ON)] _FaceShadowEnabled ("Enable Face Shadow", Float) = 0 + _FaceShadowMap ("Face Shadow Map (SDF)", 2D) = "white" {} + _FaceShadowOffset ("Face Shadow Offset", Range(-1, 1)) = 0 + _FaceShadowSmoothness ("Face Shadow Smoothness", Range(0, 0.5)) = 0.1 + _FaceForward ("Face Forward Direction", Vector) = (0, 0, 1, 0) + _FaceRight ("Face Right Direction", Vector) = (1, 0, 0, 0) + + [Header(Specular)] + [Toggle(_SPECULAR_ON)] _SpecularEnabled ("Enable Specular", Float) = 1 + _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) + _SpecularSmoothness ("Specular Smoothness", Range(0, 1)) = 0.8 + _SpecularIntensity ("Specular Intensity", Range(0, 5)) = 1 + _SpecularSize ("Specular Size", Range(0.01, 1)) = 0.3 + [Toggle(_ANISO_SPECULAR)] _AnisoSpecular ("Anisotropic Specular", Float) = 0 + _AnisoShift ("Aniso Shift", Range(-1, 1)) = 0 + + [Header(Rim Light)] + [Toggle(_RIM_ON)] _RimEnabled ("Enable Rim", Float) = 1 + _RimColor ("Rim Color", Color) = (1, 1, 1, 1) + _RimPower ("Rim Power", Range(0.5, 10)) = 3 + _RimIntensity ("Rim Intensity", Range(0, 3)) = 1 + [KeywordEnum(Standard, Fresnel, Depth, Directional, View)] _RimType ("Rim Type", Float) = 0 + _RimThreshold ("Rim Light Threshold", Range(0, 1)) = 0.5 + _RimDepthFade ("Rim Depth Fade", Range(0, 10)) = 1 + _RimLightDirection ("Rim Light Direction", Vector) = (0, 1, 0, 0) + + [Header(Outline)] + [Toggle(_OUTLINE_ON)] _OutlineEnabled ("Enable Outline", Float) = 1 + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1) + _OutlineWidth ("Outline Width", Range(0, 10)) = 1 + _OutlineZOffset ("Outline Z Offset", Range(0, 1)) = 0.0001 + [Toggle(_OUTLINE_COLORED)] _OutlineColored ("Colored Outline", Float) = 0 + _OutlineColorMix ("Outline Color Mix", Range(0, 1)) = 0.5 + [Toggle(_OUTLINE_DISTANCE_FADE)] _OutlineDistanceFade ("Distance Fade", Float) = 1 + _OutlineFadeStart ("Fade Start Distance", Float) = 5 + _OutlineFadeEnd ("Fade End Distance", Float) = 20 + + [Header(Emission)] + [Toggle(_EMISSION_ON)] _EmissionEnabled ("Enable Emission", Float) = 0 + _EmissionMap ("Emission Map", 2D) = "black" {} + _EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) + _EmissionIntensity ("Emission Intensity", Range(0, 10)) = 1 + [Toggle(_EMISSION_PULSE)] _EmissionPulse ("Pulse Emission", Float) = 0 + _EmissionPulseSpeed ("Pulse Speed", Float) = 2 + + [Header(Normal Map)] + [Toggle(_NORMAL_MAP_ON)] _NormalMapEnabled ("Enable Normal Map", Float) = 0 + _BumpMap ("Normal Map", 2D) = "bump" {} + _BumpScale ("Normal Scale", Float) = 1 + + [Header(Matcap)] + [Toggle(_MATCAP_ON)] _MatcapEnabled ("Enable Matcap", Float) = 0 + _MatcapTex ("Matcap Texture", 2D) = "white" {} + _MatcapIntensity ("Matcap Intensity", Range(0, 2)) = 1 + _MatcapBlendMode ("Blend Mode (0=Add, 1=Multiply)", Range(0, 1)) = 0 + + [Header(Detail)] + _DetailMask ("Detail Mask (R)", 2D) = "white" {} + _DetailAlbedo ("Detail Albedo", 2D) = "grey" {} + _DetailNormal ("Detail Normal", 2D) = "bump" {} + _DetailScale ("Detail Scale", Float) = 1 + _DetailStrength ("Detail Strength", Range(0, 1)) = 0.5 + + [Header(Rendering)] + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0 + [Toggle] _ZWrite ("Z Write", Float) = 1 + _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + "RenderPipeline" = "UniversalPipeline" + } + + // Main pass + Pass + { + Name "ToonForward" + Tags { "LightMode" = "UniversalForward" } + + Cull [_Cull] + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + HLSLPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile _ _ADDITIONAL_LIGHTS + #pragma multi_compile_fog + + #pragma shader_feature_local _USE_RAMP + #pragma shader_feature_local _FACE_SHADOW_ON + #pragma shader_feature_local _DUAL_SSS_ON + #pragma shader_feature_local _SPECULAR_ON + #pragma shader_feature_local _ANISO_SPECULAR + #pragma shader_feature_local _RIM_ON + #pragma shader_feature_local _RIMTYPE_STANDARD _RIMTYPE_FRESNEL _RIMTYPE_DEPTH _RIMTYPE_DIRECTIONAL _RIMTYPE_VIEW + #pragma shader_feature_local _EMISSION_ON + #pragma shader_feature_local _EMISSION_PULSE + #pragma shader_feature_local _NORMAL_MAP_ON + #pragma shader_feature_local _MATCAP_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_MainTex); + TEXTURE2D(_ShadowRampTex); + TEXTURE2D(_FaceShadowMap); + TEXTURE2D(_BumpMap); + TEXTURE2D(_EmissionMap); + TEXTURE2D(_MatcapTex); + TEXTURE2D(_DetailMask); + TEXTURE2D(_DetailAlbedo); + TEXTURE2D(_DetailNormal); + + SAMPLER(sampler_MainTex); + SAMPLER(sampler_ShadowRampTex); + SAMPLER(sampler_FaceShadowMap); + SAMPLER(sampler_BumpMap); + SAMPLER(sampler_EmissionMap); + SAMPLER(sampler_MatcapTex); + SAMPLER(sampler_DetailMask); + SAMPLER(sampler_DetailAlbedo); + SAMPLER(sampler_DetailNormal); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSmoothness; + + float4 _FaceShadowMap_ST; + float _FaceShadowOffset; + float _FaceShadowSmoothness; + float4 _FaceForward; + float4 _FaceRight; + + float4 _SSSLightColor; + float4 _SSSShadowColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + + float4 _SpecularColor; + float _SpecularSmoothness; + float _SpecularIntensity; + float _SpecularSize; + float _AnisoShift; + + float4 _RimColor; + float _RimPower; + float _RimIntensity; + float _RimThreshold; + float _RimDepthFade; + float4 _RimLightDirection; + + float4 _EmissionMap_ST; + float4 _EmissionColor; + float _EmissionIntensity; + float _EmissionPulseSpeed; + + float4 _BumpMap_ST; + float _BumpScale; + + float _MatcapIntensity; + float _MatcapBlendMode; + + float _DetailScale; + float _DetailStrength; + + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float3 viewDir : TEXCOORD5; + float4 shadowCoord : TEXCOORD6; + float fogFactor : TEXCOORD7; + float4 vertexColor : TEXCOORD8; + }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + + OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.worldTangent = TransformObjectToWorldDir(IN.tangentOS.xyz); + OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * IN.tangentOS.w; + + OUT.viewDir = GetWorldSpaceViewDir(OUT.worldPos); + OUT.shadowCoord = TransformWorldToShadowCoord(OUT.worldPos); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + OUT.vertexColor = IN.color; + + return OUT; + } + + // Genshin-style face shadow using SDF + float GetFaceShadow(float2 uv, float3 lightDir, float3 faceForward, float3 faceRight) + { + #if defined(_FACE_SHADOW_ON) + // Project light onto face plane + float2 lightDirXZ = normalize(float2(dot(lightDir, faceRight), dot(lightDir, faceForward))); + + // Flip UV for left side + float2 sdfUV = uv; + if (lightDirXZ.x < 0) + { + sdfUV.x = 1 - sdfUV.x; + lightDirXZ.x = -lightDirXZ.x; + } + + // Sample SDF + float sdf = SAMPLE_TEXTURE2D(_FaceShadowMap, sampler_FaceShadowMap, sdfUV).r; + + // Calculate threshold based on light angle + float threshold = 1 - (lightDirXZ.y * 0.5 + 0.5) + _FaceShadowOffset; + + return smoothstep(threshold - _FaceShadowSmoothness, threshold + _FaceShadowSmoothness, sdf); + #else + return 1; + #endif + } + + // Stylized specular + float StylizedSpecular(float3 normal, float3 lightDir, float3 viewDir, float3 tangent, float smoothness, float size) + { + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, halfDir)); + + #if defined(_ANISO_SPECULAR) + // Anisotropic specular + float3 binormal = cross(normal, tangent); + float TdotH = dot(tangent, halfDir); + float BdotH = dot(binormal, halfDir); + float aniso = sqrt(1 - TdotH * TdotH) * sqrt(1 - BdotH * BdotH); + NdotH = lerp(NdotH, aniso, 0.5); + #endif + + float specPower = exp2(smoothness * 10 + 1); + float spec = pow(NdotH, specPower); + + // Stylized hard edge + return smoothstep(size - 0.01, size + 0.01, spec); + } + + // Dual Color SSS (Genshin Style) + float3 DualColorSSS(float3 normal, float3 viewDir, float3 lightDir, float shadowFactor, + float3 lightSSSColor, float3 shadowSSSColor, float strength, float distortion, float power) + { + #if defined(_DUAL_SSS_ON) + float3 sssH = normalize(lightDir + normal * distortion); + float VdotH = pow(saturate(dot(viewDir, -sssH)), power); + + // Interpolate between light SSS and shadow SSS based on shadow factor + float3 sssColor = lerp(shadowSSSColor, lightSSSColor, shadowFactor); + return sssColor * VdotH * strength; + #else + return float3(0, 0, 0); + #endif + } + + // Advanced Rim Light with 5 types + float3 RimLight(float3 normal, float3 viewDir, float3 lightDir, float3 rimColor, float power, float intensity, + float threshold, float depthFade, float3 customLightDir, float depth) + { + float rim = 0; + + #if defined(_RIMTYPE_FRESNEL) + // Fresnel rim - stronger at grazing angles + float fresnel = pow(1 - saturate(dot(viewDir, normal)), power); + rim = fresnel; + + #elif defined(_RIMTYPE_DEPTH) + // Depth-based rim - fades with depth + float baseRim = 1 - saturate(dot(viewDir, normal)); + float depthFactor = saturate(depth * depthFade); + rim = pow(baseRim, power) * (1 - depthFactor); + + #elif defined(_RIMTYPE_DIRECTIONAL) + // Directional rim - follows custom light direction + float baseRim = 1 - saturate(dot(viewDir, normal)); + float NdotL = dot(normal, normalize(customLightDir)) * 0.5 + 0.5; + rim = pow(baseRim, power) * smoothstep(threshold - 0.1, threshold + 0.1, NdotL); + + #elif defined(_RIMTYPE_VIEW) + // View-dependent rim - based on view angle to light + float baseRim = 1 - saturate(dot(viewDir, normal)); + float VdotL = dot(viewDir, lightDir) * 0.5 + 0.5; + rim = pow(baseRim, power) * (1 - VdotL); + + #else // _RIMTYPE_STANDARD + // Standard rim + rim = pow(1 - saturate(dot(viewDir, normal)), power); + #endif + + return rimColor * rim * intensity; + } + + float4 frag(Varyings IN) : SV_Target + { + // Sample textures + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor; + clip(albedo.a - _Cutoff); + + float3 normal = normalize(IN.worldNormal); + float3 viewDir = normalize(IN.viewDir); + + // Normal map + #if defined(_NORMAL_MAP_ON) + float3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv * _BumpMap_ST.xy), _BumpScale); + float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal); + normal = normalize(mul(normalTS, TBN)); + #endif + + // Lighting + Light mainLight = GetMainLight(IN.shadowCoord); + float3 lightDir = mainLight.direction; + float3 lightColor = mainLight.color; + float shadow = mainLight.shadowAttenuation; + + // Basic NdotL + float NdotL = dot(normal, lightDir); + float halfLambert = NdotL * 0.5 + 0.5; + + // Shadow calculation + float shadowFactor; + #if defined(_USE_RAMP) + shadowFactor = SAMPLE_TEXTURE2D(_ShadowRampTex, sampler_ShadowRampTex, float2(halfLambert * shadow, 0.5)).r; + #else + shadowFactor = smoothstep(_ShadowThreshold - _ShadowSmoothness, _ShadowThreshold + _ShadowSmoothness, halfLambert * shadow); + #endif + + // Face shadow override + float faceShadow = GetFaceShadow(IN.uv, lightDir, _FaceForward.xyz, _FaceRight.xyz); + shadowFactor = min(shadowFactor, faceShadow); + + // Apply shadow color + float3 diffuse = lerp(albedo.rgb * _ShadowColor.rgb, albedo.rgb, shadowFactor); + diffuse *= lightColor; + + // Specular + float3 specular = float3(0, 0, 0); + #if defined(_SPECULAR_ON) + float spec = StylizedSpecular(normal, lightDir, viewDir, IN.worldTangent, _SpecularSmoothness, 1 - _SpecularSize); + specular = _SpecularColor.rgb * spec * _SpecularIntensity * shadowFactor; + #endif + + // Dual Color SSS + float3 sss = DualColorSSS(normal, viewDir, lightDir, shadowFactor, + _SSSLightColor.rgb, _SSSShadowColor.rgb, + _SSSStrength, _SSSDistortion, _SSSPower); + + // Rim light + float3 rim = float3(0, 0, 0); + #if defined(_RIM_ON) + float depth = IN.positionCS.w * 0.01; // Approximate depth + rim = RimLight(normal, viewDir, lightDir, _RimColor.rgb, _RimPower, _RimIntensity, + _RimThreshold, _RimDepthFade, _RimLightDirection.xyz, depth); + #endif + + // Matcap + float3 matcap = float3(0, 0, 0); + #if defined(_MATCAP_ON) + float3 viewNormal = mul((float3x3)UNITY_MATRIX_V, normal); + float2 matcapUV = viewNormal.xy * 0.5 + 0.5; + matcap = SAMPLE_TEXTURE2D(_MatcapTex, sampler_MatcapTex, matcapUV).rgb * _MatcapIntensity; + #endif + + // Emission + float3 emission = float3(0, 0, 0); + #if defined(_EMISSION_ON) + emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, IN.uv).rgb * _EmissionColor.rgb * _EmissionIntensity; + #if defined(_EMISSION_PULSE) + emission *= (sin(_Time.y * _EmissionPulseSpeed) * 0.5 + 0.5) + 0.5; + #endif + #endif + + // Additional lights + float3 additionalLights = float3(0, 0, 0); + #if defined(_ADDITIONAL_LIGHTS) + uint pixelLightCount = GetAdditionalLightsCount(); + for (uint i = 0; i < pixelLightCount; i++) + { + Light light = GetAdditionalLight(i, IN.worldPos); + float addNdotL = saturate(dot(normal, light.direction)); + float addShadow = smoothstep(_ShadowThreshold - _ShadowSmoothness, _ShadowThreshold + _ShadowSmoothness, addNdotL * 0.5 + 0.5); + additionalLights += albedo.rgb * light.color * light.distanceAttenuation * addShadow * 0.5; + } + #endif + + // Combine + float3 finalColor = diffuse + specular + sss + rim + additionalLights + emission; + + // Matcap blend + #if defined(_MATCAP_ON) + finalColor = lerp(finalColor + matcap, finalColor * matcap, _MatcapBlendMode); + #endif + + // Fog + finalColor = MixFog(finalColor, IN.fogFactor); + + return float4(finalColor, albedo.a); + } + ENDHLSL + } + + // Outline pass + Pass + { + Name "Outline" + Tags { "LightMode" = "SRPDefaultUnlit" } + + Cull Front + ZWrite On + + HLSLPROGRAM + #pragma vertex OutlineVert + #pragma fragment OutlineFrag + + #pragma shader_feature_local _OUTLINE_ON + #pragma shader_feature_local _OUTLINE_COLORED + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float4 _OutlineColor; + float _OutlineWidth; + float _OutlineZOffset; + float _OutlineColorMix; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings OutlineVert(Attributes IN) + { + Varyings OUT; + + #if defined(_OUTLINE_ON) + // Use vertex color alpha for outline width variation + float outlineWidth = _OutlineWidth * 0.001 * IN.color.a; + + // Smooth normal from tangent for better outline + float3 smoothNormal = IN.tangentOS.xyz; + if (length(smoothNormal) < 0.01) + { + smoothNormal = IN.normalOS; + } + + float3 posOS = IN.positionOS.xyz + smoothNormal * outlineWidth; + float4 posCS = TransformObjectToHClip(posOS); + + // Z offset to prevent z-fighting + posCS.z += _OutlineZOffset * posCS.w; + + OUT.positionCS = posCS; + #else + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + #endif + + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + return OUT; + } + + float4 OutlineFrag(Varyings IN) : SV_Target + { + #if defined(_OUTLINE_ON) + float4 outlineColor = _OutlineColor; + + #if defined(_OUTLINE_COLORED) + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor; + outlineColor = lerp(_OutlineColor, albedo * _OutlineColor, _OutlineColorMix); + #endif + + return outlineColor; + #else + discard; + return 0; + #endif + } + ENDHLSL + } + + // Shadow caster pass + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull Back + + HLSLPROGRAM + #pragma vertex ShadowVert + #pragma fragment ShadowFrag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + float3 _LightDirection; + + // ApplyShadowBias inline (URP 14+ compatible) + float3 ApplyShadowBiasCustom(float3 positionWS, float3 normalWS, float3 lightDirection) + { + float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS)); + float scale = invNdotL * 0.001; + positionWS = lightDirection * 0.001 + positionWS; + positionWS = normalWS * scale.xxx + positionWS; + return positionWS; + } + + Varyings ShadowVert(Attributes IN) + { + Varyings OUT; + + float3 worldPos = TransformObjectToWorld(IN.positionOS.xyz); + float3 worldNormal = TransformObjectToWorldNormal(IN.normalOS); + + worldPos = ApplyShadowBiasCustom(worldPos, worldNormal, _LightDirection); + float4 posCS = TransformWorldToHClip(worldPos); + + #if UNITY_REVERSED_Z + posCS.z = min(posCS.z, UNITY_NEAR_CLIP_VALUE); + #else + posCS.z = max(posCS.z, UNITY_NEAR_CLIP_VALUE); + #endif + + OUT.positionCS = posCS; + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + + return OUT; + } + + float4 ShadowFrag(Varyings IN) : SV_Target + { + float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * _BaseColor.a; + clip(alpha - _Cutoff); + return 0; + } + ENDHLSL + } + + // Depth pass + Pass + { + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + ZWrite On + ColorMask 0 + Cull [_Cull] + + HLSLPROGRAM + #pragma vertex DepthVert + #pragma fragment DepthFrag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings DepthVert(Attributes IN) + { + Varyings OUT; + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + return OUT; + } + + float4 DepthFrag(Varyings IN) : SV_Target + { + float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * _BaseColor.a; + clip(alpha - _Cutoff); + return 0; + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + } + + // Main pass + Pass + { + Name "ToonForwardBuiltIn" + Tags { "LightMode" = "ForwardBase" } + + Cull [_Cull] + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + + #pragma shader_feature_local _USE_RAMP + #pragma shader_feature_local _FACE_SHADOW_ON + #pragma shader_feature_local _SPECULAR_ON + #pragma shader_feature_local _RIM_ON + #pragma shader_feature_local _EMISSION_ON + #pragma shader_feature_local _NORMAL_MAP_ON + + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + sampler2D _MainTex; + sampler2D _ShadowRampTex; + sampler2D _FaceShadowMap; + sampler2D _BumpMap; + sampler2D _EmissionMap; + + float4 _MainTex_ST; + float4 _BaseColor; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSmoothness; + + float _FaceShadowOffset; + float _FaceShadowSmoothness; + float4 _FaceForward; + float4 _FaceRight; + + float4 _SpecularColor; + float _SpecularSmoothness; + float _SpecularIntensity; + float _SpecularSize; + + float4 _RimColor; + float _RimPower; + float _RimIntensity; + float _RimThreshold; + + float4 _EmissionColor; + float _EmissionIntensity; + + float4 _BumpMap_ST; + float _BumpScale; + float _Cutoff; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float3 viewDir : TEXCOORD5; + SHADOW_COORDS(6) + UNITY_FOG_COORDS(7) + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + o.worldBitangent = cross(o.worldNormal, o.worldTangent) * v.tangent.w; + o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos); + TRANSFER_SHADOW(o) + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + float GetFaceShadow(float2 uv, float3 lightDir, float3 faceForward, float3 faceRight) + { + #if defined(_FACE_SHADOW_ON) + float2 lightDirXZ = normalize(float2(dot(lightDir, faceRight), dot(lightDir, faceForward))); + float2 sdfUV = uv; + if (lightDirXZ.x < 0) { sdfUV.x = 1 - sdfUV.x; lightDirXZ.x = -lightDirXZ.x; } + float sdf = tex2D(_FaceShadowMap, sdfUV).r; + float threshold = 1 - (lightDirXZ.y * 0.5 + 0.5) + _FaceShadowOffset; + return smoothstep(threshold - _FaceShadowSmoothness, threshold + _FaceShadowSmoothness, sdf); + #else + return 1; + #endif + } + + float4 frag(v2f i) : SV_Target + { + float4 albedo = tex2D(_MainTex, i.uv) * _BaseColor; + clip(albedo.a - _Cutoff); + + float3 normal = normalize(i.worldNormal); + float3 viewDir = normalize(i.viewDir); + + #if defined(_NORMAL_MAP_ON) + float3 normalTS = UnpackScaleNormal(tex2D(_BumpMap, i.uv * _BumpMap_ST.xy), _BumpScale); + float3x3 TBN = float3x3(i.worldTangent, i.worldBitangent, i.worldNormal); + normal = normalize(mul(normalTS, TBN)); + #endif + + float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float shadow = SHADOW_ATTENUATION(i); + + float NdotL = dot(normal, lightDir); + float halfLambert = NdotL * 0.5 + 0.5; + + float shadowFactor; + #if defined(_USE_RAMP) + shadowFactor = tex2D(_ShadowRampTex, float2(halfLambert * shadow, 0.5)).r; + #else + shadowFactor = smoothstep(_ShadowThreshold - _ShadowSmoothness, _ShadowThreshold + _ShadowSmoothness, halfLambert * shadow); + #endif + + float faceShadow = GetFaceShadow(i.uv, lightDir, _FaceForward.xyz, _FaceRight.xyz); + shadowFactor = min(shadowFactor, faceShadow); + + float3 diffuse = lerp(albedo.rgb * _ShadowColor.rgb, albedo.rgb, shadowFactor) * lightColor; + + float3 specular = float3(0, 0, 0); + #if defined(_SPECULAR_ON) + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, halfDir)); + float spec = pow(NdotH, exp2(_SpecularSmoothness * 10 + 1)); + spec = smoothstep(1 - _SpecularSize - 0.01, 1 - _SpecularSize + 0.01, spec); + specular = _SpecularColor.rgb * spec * _SpecularIntensity * shadowFactor; + #endif + + float3 rim = float3(0, 0, 0); + #if defined(_RIM_ON) + float rimFactor = 1 - saturate(dot(viewDir, normal)); + rimFactor = pow(rimFactor, _RimPower); + rim = _RimColor.rgb * rimFactor * _RimIntensity; + #endif + + float3 emission = float3(0, 0, 0); + #if defined(_EMISSION_ON) + emission = tex2D(_EmissionMap, i.uv).rgb * _EmissionColor.rgb * _EmissionIntensity; + #endif + + float3 finalColor = diffuse + specular + rim + emission; + UNITY_APPLY_FOG(i.fogCoord, finalColor); + + return float4(finalColor, albedo.a); + } + ENDCG + } + + // Outline pass + Pass + { + Name "OutlineBuiltIn" + Tags { "LightMode" = "Always" } + + Cull Front + ZWrite On + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local _OUTLINE_ON + + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _BaseColor; + float4 _OutlineColor; + float _OutlineWidth; + float _OutlineZOffset; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert(appdata v) + { + v2f o; + #if defined(_OUTLINE_ON) + float outlineWidth = _OutlineWidth * 0.001 * v.color.a; + float3 posOS = v.vertex.xyz + v.normal * outlineWidth; + o.pos = UnityObjectToClipPos(float4(posOS, 1)); + o.pos.z += _OutlineZOffset * o.pos.w; + #else + o.pos = UnityObjectToClipPos(v.vertex); + #endif + return o; + } + + float4 frag(v2f i) : SV_Target + { + #if defined(_OUTLINE_ON) + return _OutlineColor; + #else + discard; + return 0; + #endif + } + ENDCG + } + + // Shadow caster + Pass + { + Name "ShadowCasterBuiltIn" + Tags { "LightMode" = "ShadowCaster" } + + ZWrite On + ZTest LEqual + Cull Back + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + float4 _BaseColor; + float _Cutoff; + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + }; + + v2f vert(appdata_base v) + { + v2f o; + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + float4 frag(v2f i) : SV_Target + { + float alpha = tex2D(_MainTex, i.uv).a * _BaseColor.a; + clip(alpha - _Cutoff); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + } + + // ==================== HDRP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.high-definition" } + Tags + { + "RenderType" = "Opaque" + "Queue" = "Geometry" + "RenderPipeline" = "HDRenderPipeline" + } + + Pass + { + Name "ToonForwardHDRP" + Tags { "LightMode" = "Forward" } + + Cull [_Cull] + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature_local _USE_RAMP + #pragma shader_feature_local _SPECULAR_ON + #pragma shader_feature_local _RIM_ON + #pragma shader_feature_local _EMISSION_ON + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + TEXTURE2D(_MainTex); + TEXTURE2D(_ShadowRampTex); + TEXTURE2D(_EmissionMap); + SAMPLER(sampler_MainTex); + SAMPLER(sampler_ShadowRampTex); + SAMPLER(sampler_EmissionMap); + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; + float4 _BaseColor; + float4 _ShadowColor; + float _ShadowThreshold; + float _ShadowSmoothness; + float4 _SpecularColor; + float _SpecularSmoothness; + float _SpecularIntensity; + float _SpecularSize; + float4 _RimColor; + float _RimPower; + float _RimIntensity; + float4 _EmissionColor; + float _EmissionIntensity; + float _Cutoff; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 viewDir : TEXCOORD3; + }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw; + OUT.worldNormal = TransformObjectToWorldNormal(IN.normalOS); + OUT.viewDir = GetWorldSpaceNormalizeViewDir(OUT.worldPos); + return OUT; + } + + float4 frag(Varyings IN) : SV_Target + { + float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor; + clip(albedo.a - _Cutoff); + + float3 normal = normalize(IN.worldNormal); + float3 viewDir = normalize(IN.viewDir); + float3 lightDir = float3(0.5, 0.8, 0.2); // Simplified + + float NdotL = dot(normal, lightDir); + float halfLambert = NdotL * 0.5 + 0.5; + + float shadowFactor; + #if defined(_USE_RAMP) + shadowFactor = SAMPLE_TEXTURE2D(_ShadowRampTex, sampler_ShadowRampTex, float2(halfLambert, 0.5)).r; + #else + shadowFactor = smoothstep(_ShadowThreshold - _ShadowSmoothness, _ShadowThreshold + _ShadowSmoothness, halfLambert); + #endif + + float3 diffuse = lerp(albedo.rgb * _ShadowColor.rgb, albedo.rgb, shadowFactor); + + float3 specular = float3(0, 0, 0); + #if defined(_SPECULAR_ON) + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, halfDir)); + float spec = pow(NdotH, exp2(_SpecularSmoothness * 10 + 1)); + spec = smoothstep(1 - _SpecularSize - 0.01, 1 - _SpecularSize + 0.01, spec); + specular = _SpecularColor.rgb * spec * _SpecularIntensity * shadowFactor; + #endif + + float3 rim = float3(0, 0, 0); + #if defined(_RIM_ON) + float rimFactor = pow(1 - saturate(dot(viewDir, normal)), _RimPower); + rim = _RimColor.rgb * rimFactor * _RimIntensity; + #endif + + float3 emission = float3(0, 0, 0); + #if defined(_EMISSION_ON) + emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, IN.uv).rgb * _EmissionColor.rgb * _EmissionIntensity; + #endif + + return float4(diffuse + specular + rim + emission, albedo.a); + } + ENDHLSL + } + } + + FallBack "Universal Render Pipeline/Lit" +} diff --git a/Shaders/Toon/SynapticToonPro.shader.meta b/Shaders/Toon/SynapticToonPro.shader.meta new file mode 100644 index 0000000..ce6c4f3 --- /dev/null +++ b/Shaders/Toon/SynapticToonPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1441c9d700fc54fb3b52f7e879cdb592 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Toon/SynapticToonPro.shader + uploadId: 943096 diff --git a/Shaders/Water.meta b/Shaders/Water.meta new file mode 100644 index 0000000..8eefc06 --- /dev/null +++ b/Shaders/Water.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d21c3819758314baba63de21ec9279ba +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Shaders/Water/GentixWater.shader b/Shaders/Water/GentixWater.shader new file mode 100644 index 0000000..e597775 --- /dev/null +++ b/Shaders/Water/GentixWater.shader @@ -0,0 +1,406 @@ +Shader "Gentix/Water" +{ + Properties + { + [Header(Water Color)] + _ShallowColor ("Shallow Color", Color) = (0.3, 0.8, 0.9, 0.6) + _DeepColor ("Deep Color", Color) = (0.1, 0.3, 0.5, 0.9) + _DepthMaxDistance ("Depth Max Distance", Float) = 5.0 + + [Header(Waves)] + _WaveSpeed ("Wave Speed", Float) = 1.0 + _WaveStrength ("Wave Strength", Float) = 0.1 + _WaveFrequency ("Wave Frequency", Float) = 1.0 + _WaveDirectionA ("Wave Direction A", Vector) = (1, 0, 0, 0) + _WaveDirectionB ("Wave Direction B", Vector) = (0, 0, 1, 0) + + [Header(Normal Map)] + _NormalMap ("Normal Map", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0, 2)) = 1.0 + _NormalSpeed ("Normal Speed", Float) = 0.5 + _NormalScale ("Normal Scale", Float) = 1.0 + + [Header(Reflection and Refraction)] + _ReflectionStrength ("Reflection Strength", Range(0, 1)) = 0.5 + _RefractionStrength ("Refraction Strength", Range(0, 0.5)) = 0.1 + _FresnelPower ("Fresnel Power", Range(0.5, 10)) = 5.0 + + [Header(Foam)] + _FoamColor ("Foam Color", Color) = (1, 1, 1, 1) + _FoamDistance ("Foam Distance", Float) = 0.5 + _FoamCutoff ("Foam Cutoff", Range(0, 1)) = 0.5 + _FoamSpeed ("Foam Speed", Float) = 1.0 + _FoamScale ("Foam Scale", Float) = 10.0 + + [Header(Specular)] + _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) + _Smoothness ("Smoothness", Range(0, 1)) = 0.9 + } + + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "WaterURP" + Tags { "LightMode" = "UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fragment _ _SHADOWS_SOFT + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float3 viewDir : TEXCOORD6; + float fogFactor : TEXCOORD7; + }; + + TEXTURE2D(_NormalMap); + SAMPLER(sampler_NormalMap); + + CBUFFER_START(UnityPerMaterial) + float4 _ShallowColor; + float4 _DeepColor; + float _DepthMaxDistance; + + float _WaveSpeed; + float _WaveStrength; + float _WaveFrequency; + float4 _WaveDirectionA; + float4 _WaveDirectionB; + + float4 _NormalMap_ST; + float _NormalStrength; + float _NormalSpeed; + float _NormalScale; + + float _ReflectionStrength; + float _RefractionStrength; + float _FresnelPower; + + float4 _FoamColor; + float _FoamDistance; + float _FoamCutoff; + float _FoamSpeed; + float _FoamScale; + + float4 _SpecularColor; + float _Smoothness; + CBUFFER_END + + // Gerstner wave function + float3 GerstnerWave(float3 position, float2 direction, float steepness, float wavelength, float time) + { + float k = 2.0 * PI / wavelength; + float c = sqrt(9.8 / k); + float2 d = normalize(direction); + float f = k * (dot(d, position.xz) - c * time); + float a = steepness / k; + + return float3( + d.x * a * cos(f), + a * sin(f), + d.y * a * cos(f) + ); + } + + Varyings vert(Attributes IN) + { + Varyings OUT; + + float3 posOS = IN.positionOS.xyz; + float time = _Time.y * _WaveSpeed; + + // Apply Gerstner waves + float3 wave1 = GerstnerWave(posOS, _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time); + float3 wave2 = GerstnerWave(posOS, _WaveDirectionB.xy, _WaveStrength * 0.5, _WaveFrequency * 7.0, time * 1.3); + float3 wave3 = GerstnerWave(posOS, float2(0.7, 0.7), _WaveStrength * 0.3, _WaveFrequency * 5.0, time * 0.8); + + posOS += wave1 + wave2 + wave3; + + OUT.worldPos = TransformObjectToWorld(posOS); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = IN.uv; + OUT.screenPos = ComputeScreenPos(OUT.positionCS); + + // Calculate wave normal + float3 tangent = float3(1, 0, 0); + float3 bitangent = float3(0, 0, 1); + + // Approximate normal from wave derivatives + float delta = 0.1; + float3 p1 = posOS + GerstnerWave(posOS + float3(delta, 0, 0), _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time); + float3 p2 = posOS + GerstnerWave(posOS + float3(0, 0, delta), _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time); + + tangent = normalize(p1 - posOS); + bitangent = normalize(p2 - posOS); + float3 waveNormal = normalize(cross(bitangent, tangent)); + + OUT.worldNormal = TransformObjectToWorldNormal(waveNormal); + OUT.worldTangent = TransformObjectToWorldDir(IN.tangentOS.xyz); + OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * IN.tangentOS.w; + + OUT.viewDir = GetWorldSpaceViewDir(OUT.worldPos); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + + return OUT; + } + + // Simple noise for foam + float SimpleNoise(float2 uv) + { + return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453); + } + + float4 frag(Varyings IN) : SV_Target + { + float time = _Time.y; + + // Sample normal map (dual layer for movement) + float2 normalUV1 = IN.worldPos.xz * _NormalScale + time * _NormalSpeed * float2(0.5, 0.3); + float2 normalUV2 = IN.worldPos.xz * _NormalScale * 0.8 - time * _NormalSpeed * float2(0.3, 0.5); + + float3 normalTex1 = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, normalUV1), _NormalStrength); + float3 normalTex2 = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, normalUV2), _NormalStrength); + float3 normalTS = normalize(normalTex1 + normalTex2); + + // Transform normal to world space + float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal); + float3 worldNormal = normalize(mul(normalTS, TBN)); + + // Screen UV + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + + // Depth-based color + float depth = SampleSceneDepth(screenUV); + float linearDepth = LinearEyeDepth(depth, _ZBufferParams); + float surfaceDepth = LinearEyeDepth(IN.positionCS.z, _ZBufferParams); + float depthDifference = linearDepth - surfaceDepth; + float depthFactor = saturate(depthDifference / _DepthMaxDistance); + + float4 waterColor = lerp(_ShallowColor, _DeepColor, depthFactor); + + // Refraction + float2 refractionOffset = worldNormal.xz * _RefractionStrength; + float2 refractionUV = screenUV + refractionOffset; + float3 refractionColor = SampleSceneColor(refractionUV); + + // Fresnel + float3 viewDir = normalize(IN.viewDir); + float fresnel = pow(1.0 - saturate(dot(viewDir, worldNormal)), _FresnelPower); + + // Reflection (simple sky reflection approximation) + float3 reflectDir = reflect(-viewDir, worldNormal); + float3 reflectionColor = lerp(float3(0.5, 0.7, 0.9), float3(0.8, 0.9, 1.0), reflectDir.y * 0.5 + 0.5); + + // Lighting + Light mainLight = GetMainLight(); + float3 lightDir = mainLight.direction; + + // Specular (GGX approximation) + float3 halfDir = normalize(lightDir + viewDir); + float NdotH = saturate(dot(worldNormal, halfDir)); + float specular = pow(NdotH, _Smoothness * 256.0) * _Smoothness; + float3 specularColor = _SpecularColor.rgb * specular * mainLight.color; + + // Foam + float foam = 0.0; + if (depthDifference < _FoamDistance) + { + float foamNoise = SimpleNoise(IN.worldPos.xz * _FoamScale + time * _FoamSpeed); + float foamFactor = 1.0 - saturate(depthDifference / _FoamDistance); + foam = step(_FoamCutoff, foamNoise * foamFactor); + } + + // Combine + float3 finalColor = lerp(refractionColor, waterColor.rgb, waterColor.a); + finalColor = lerp(finalColor, reflectionColor, fresnel * _ReflectionStrength); + finalColor += specularColor; + finalColor = lerp(finalColor, _FoamColor.rgb, foam); + + // Apply fog + finalColor = MixFog(finalColor, IN.fogFactor); + + float alpha = saturate(waterColor.a + fresnel * 0.3 + foam); + + return float4(finalColor, alpha); + } + ENDHLSL + } + } + + // Built-in Render Pipeline fallback + SubShader + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + } + + Pass + { + Name "WaterBuiltIn" + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 viewDir : TEXCOORD3; + UNITY_FOG_COORDS(4) + }; + + sampler2D _NormalMap; + float4 _NormalMap_ST; + + float4 _ShallowColor; + float4 _DeepColor; + float _WaveSpeed; + float _WaveStrength; + float _WaveFrequency; + float4 _WaveDirectionA; + float4 _WaveDirectionB; + float _NormalStrength; + float _NormalSpeed; + float _NormalScale; + float _FresnelPower; + float4 _SpecularColor; + float _Smoothness; + float4 _FoamColor; + + // Gerstner wave + float3 GerstnerWave(float3 position, float2 direction, float steepness, float wavelength, float time) + { + float k = 2.0 * UNITY_PI / wavelength; + float c = sqrt(9.8 / k); + float2 d = normalize(direction); + float f = k * (dot(d, position.xz) - c * time); + float a = steepness / k; + + return float3( + d.x * a * cos(f), + a * sin(f), + d.y * a * cos(f) + ); + } + + v2f vert(appdata v) + { + v2f o; + + float3 posOS = v.vertex.xyz; + float time = _Time.y * _WaveSpeed; + + // Apply waves + float3 wave1 = GerstnerWave(posOS, _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time); + float3 wave2 = GerstnerWave(posOS, _WaveDirectionB.xy, _WaveStrength * 0.5, _WaveFrequency * 7.0, time * 1.3); + posOS += wave1 + wave2; + + o.worldPos = mul(unity_ObjectToWorld, float4(posOS, 1.0)).xyz; + o.pos = UnityObjectToClipPos(float4(posOS, 1.0)); + o.uv = v.uv; + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos); + + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + float time = _Time.y; + + // Normal map + float2 normalUV1 = i.worldPos.xz * _NormalScale + time * _NormalSpeed * float2(0.5, 0.3); + float2 normalUV2 = i.worldPos.xz * _NormalScale * 0.8 - time * _NormalSpeed * float2(0.3, 0.5); + + float3 normal1 = UnpackNormal(tex2D(_NormalMap, normalUV1)); + float3 normal2 = UnpackNormal(tex2D(_NormalMap, normalUV2)); + float3 worldNormal = normalize(i.worldNormal + (normal1 + normal2) * _NormalStrength); + + // Fresnel + float fresnel = pow(1.0 - saturate(dot(i.viewDir, worldNormal)), _FresnelPower); + + // Base color + float4 waterColor = lerp(_ShallowColor, _DeepColor, fresnel); + + // Specular + float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); + float3 halfDir = normalize(lightDir + i.viewDir); + float spec = pow(saturate(dot(worldNormal, halfDir)), _Smoothness * 256.0); + float3 specular = _SpecularColor.rgb * spec * _LightColor0.rgb; + + // Reflection approximation + float3 reflectColor = lerp(float3(0.5, 0.7, 0.9), float3(0.8, 0.9, 1.0), worldNormal.y * 0.5 + 0.5); + + // Combine + float3 finalColor = waterColor.rgb; + finalColor = lerp(finalColor, reflectColor, fresnel * 0.5); + finalColor += specular; + + UNITY_APPLY_FOG(i.fogCoord, finalColor); + + return float4(finalColor, waterColor.a); + } + ENDCG + } + } + + FallBack "Transparent/Diffuse" +} diff --git a/Shaders/Water/GentixWater.shader.meta b/Shaders/Water/GentixWater.shader.meta new file mode 100644 index 0000000..677e0e7 --- /dev/null +++ b/Shaders/Water/GentixWater.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: cb968a929f0b345cbb686b20d5f91a05 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Water/SynapticWater.shader + uploadId: 943096 diff --git a/Shaders/Water/GentixWaterPro.shader b/Shaders/Water/GentixWaterPro.shader new file mode 100644 index 0000000..c187264 --- /dev/null +++ b/Shaders/Water/GentixWaterPro.shader @@ -0,0 +1,1690 @@ +Shader "Gentix/WaterPro" +{ + Properties + { + [Header(Color and Depth)] + _ShallowColor ("Shallow Color", Color) = (0.3, 0.85, 0.92, 0.4) + _DeepColor ("Deep Color", Color) = (0.02, 0.08, 0.25, 0.95) + _HorizonColor ("Horizon Color", Color) = (0.6, 0.85, 1.0, 1.0) + _DepthMaxDistance ("Depth Distance", Float) = 10.0 + _DepthStrength ("Depth Strength", Range(0, 1)) = 0.8 + + [Header(Transparency and Absorption)] + _AbsorptionColor ("Absorption Color", Color) = (0.2, 0.5, 0.4, 1) + _AbsorptionStrength ("Absorption Strength", Range(0, 2)) = 0.5 + _ClarityDistance ("Clarity Distance", Float) = 5.0 + _UnderwaterFogDensity ("Underwater Fog Density", Range(0, 1)) = 0.15 + _TransparencyDepth ("Transparency Depth", Float) = 3.0 + + [Header(Ocean Waves)] + _OceanScale ("Ocean Scale", Float) = 1.0 + _WaveSpeed ("Wave Speed", Float) = 1.0 + _WaveHeight ("Wave Height", Float) = 1.0 + _WindDirection ("Wind Direction", Vector) = (1, 0, 0.3, 0) + _Choppiness ("Choppiness", Range(0, 2)) = 1.0 + + [Header(Large Swells)] + _WaveA ("Wave A (dir.xy, steepness, wavelength)", Vector) = (0.85, 0.5, 0.12, 60) + _WaveB ("Wave B (dir.xy, steepness, wavelength)", Vector) = (0.5, 0.85, 0.10, 40) + + [Header(Medium Waves)] + _WaveC ("Wave C (dir.xy, steepness, wavelength)", Vector) = (0.95, 0.3, 0.08, 20) + _WaveD ("Wave D (dir.xy, steepness, wavelength)", Vector) = (0.35, 0.93, 0.07, 14) + _WaveE ("Wave E (dir.xy, steepness, wavelength)", Vector) = (0.7, 0.7, 0.06, 10) + + [Header(Small Detail)] + _WaveF ("Wave F (dir.xy, steepness, wavelength)", Vector) = (0.88, -0.45, 0.05, 6) + _WaveG ("Wave G (dir.xy, steepness, wavelength)", Vector) = (-0.55, 0.82, 0.04, 4) + _WaveH ("Wave H (dir.xy, steepness, wavelength)", Vector) = (0.4, -0.85, 0.03, 2.5) + + [Header(Extra Small Waves)] + _WaveI ("Wave I (dir.xy, steepness, wavelength)", Vector) = (0.92, 0.38, 0.025, 1.8) + _WaveJ ("Wave J (dir.xy, steepness, wavelength)", Vector) = (-0.42, 0.9, 0.02, 1.2) + _WaveK ("Wave K (dir.xy, steepness, wavelength)", Vector) = (0.65, -0.75, 0.018, 0.8) + _WaveL ("Wave L (dir.xy, steepness, wavelength)", Vector) = (-0.78, -0.62, 0.015, 0.5) + + [Header(Micro Detail)] + _MicroWaveScale ("Micro Wave Scale", Float) = 40.0 + _MicroWaveStrength ("Micro Wave Strength", Range(0, 0.5)) = 0.15 + + [Header(Normal Maps)] + _NormalMap1 ("Normal Map 1", 2D) = "bump" {} + _NormalMap2 ("Normal Map 2", 2D) = "bump" {} + _BumpMap ("Normal Map (Built-in)", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0, 2)) = 1.0 + _NormalScale1 ("Normal Scale 1", Float) = 0.08 + _NormalScale2 ("Normal Scale 2", Float) = 0.25 + _NormalSpeed1 ("Normal Speed 1", Vector) = (0.03, 0.02, 0, 0) + _NormalSpeed2 ("Normal Speed 2", Vector) = (-0.025, 0.03, 0, 0) + + [Header(Surface Ripples)] + _RippleScale1 ("Ripple Scale 1 (Fine)", Float) = 0.8 + _RippleScale2 ("Ripple Scale 2 (Micro)", Float) = 2.0 + _RippleScale3 ("Ripple Scale 3 (Ultra)", Float) = 4.0 + _RippleStrength ("Ripple Strength", Range(0, 1)) = 0.1 + _RippleSpeed ("Ripple Speed", Float) = 0.8 + + [Header(Flow Map)] + _FlowMap ("Flow Map", 2D) = "grey" {} + _FlowStrength ("Flow Strength", Range(0, 1)) = 0.3 + _FlowSpeed ("Flow Speed", Float) = 0.4 + + [Header(Reflection)] + [Toggle(_SSR_ON)] _SSREnabled ("Enable SSR", Float) = 1 + _ReflectionStrength ("Reflection Strength", Range(0, 1)) = 0.5 + _SSRSteps ("SSR Steps", Range(8, 64)) = 32 + _SSRStepSize ("SSR Step Size", Range(0.01, 0.5)) = 0.1 + _SSRThickness ("SSR Thickness", Range(0.01, 1)) = 0.2 + _CubeMap ("Cubemap Fallback", CUBE) = "" {} + + [Header(Refraction)] + _RefractionStrength ("Refraction Strength", Range(0, 0.5)) = 0.15 + _ChromaticAberration ("Chromatic Aberration", Range(0, 0.1)) = 0.02 + + [Header(Fresnel)] + _FresnelPower ("Fresnel Power", Range(1, 10)) = 4.0 + _FresnelBias ("Fresnel Bias", Range(0, 1)) = 0.02 + + [Header(Subsurface Scattering)] + [Toggle(_SSS_ON)] _SSSEnabled ("Enable SSS", Float) = 1 + _SSSColor ("SSS Color", Color) = (0.2, 0.9, 0.6, 1) + _SSSStrength ("SSS Strength", Range(0, 2)) = 0.8 + _SSSDistortion ("SSS Distortion", Range(0, 1)) = 0.5 + _SSSPower ("SSS Power", Range(1, 16)) = 4 + + [Header(Foam)] + _FoamTexture ("Foam Texture", 2D) = "gray" {} + _FoamColor ("Foam Color", Color) = (1, 1, 1, 1) + _FoamDistance ("Shore Foam Distance", Float) = 1.5 + _FoamNoiseScale ("Foam Noise Scale", Float) = 8 + _FoamSpeed ("Foam Speed", Float) = 0.3 + _FoamSharpness ("Foam Sharpness", Range(0, 10)) = 1.5 + [Toggle(_WAVE_FOAM_ON)] _WaveFoamEnabled ("Wave Crest Foam", Float) = 0 + _WaveFoamThreshold ("Wave Foam Threshold", Range(0, 1)) = 0.75 + _WaveFoamSoftness ("Wave Foam Softness", Range(0.01, 1)) = 0.15 + + [Header(Caustics)] + [Toggle(_CAUSTICS_ON)] _CausticsEnabled ("Enable Caustics", Float) = 1 + _CausticsTexture ("Caustics Texture", 2D) = "white" {} + _CausticsStrength ("Caustics Strength", Range(0, 10)) = 3.5 + _CausticsScale ("Caustics Scale", Float) = 0.25 + _CausticsSpeed ("Caustics Speed", Float) = 0.6 + _CausticsDepth ("Caustics Max Depth", Float) = 8 + _CausticsDistortion ("Caustics Distortion", Range(0, 1)) = 0.4 + _CausticsSplit ("Caustics RGB Split", Range(0, 0.1)) = 0.025 + + [Header(Underwater Light Rays)] + _UnderwaterRaysStrength ("Light Rays Strength", Range(0, 3)) = 1.0 + _UnderwaterRaysScale ("Light Rays Scale", Float) = 0.15 + _UnderwaterRaysSpeed ("Light Rays Speed", Float) = 0.3 + _UnderwaterRaysFalloff ("Light Rays Depth Falloff", Float) = 15.0 + + [Header(Specular)] + _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) + _Smoothness ("Smoothness", Range(0, 1)) = 0.92 + _SpecularIntensity ("Specular Intensity", Range(0, 10)) = 1.5 + + [Header(Sun Reflection)] + _SunDiskSize ("Sun Disk Size", Range(0.001, 0.1)) = 0.015 + _SunDiskIntensity ("Sun Disk Intensity", Range(0, 50)) = 10.0 + _SunDiskSharpness ("Sun Disk Sharpness", Range(1, 100)) = 20.0 + + [Header(Anisotropic Highlights)] + _AnisotropyStrength ("Anisotropy Strength", Range(0, 1)) = 0.6 + _AnisotropyDirection ("Anisotropy Direction", Range(0, 1)) = 0.0 + + [Header(Micro Facet Glitter)] + _MicroFacetScale ("Micro Facet Scale", Float) = 150 + _MicroFacetIntensity ("Micro Facet Intensity", Range(0, 5)) = 0.5 + _MicroFacetThreshold ("Micro Facet Threshold", Range(0.9, 1.0)) = 0.96 + + [Header(Tessellation)] + [Toggle(_TESSELLATION_ON)] _TessEnabled ("Enable Tessellation", Float) = 1 + _TessellationFactor ("Tessellation Factor", Range(1, 64)) = 16 + _TessellationMinDist ("Tessellation Min Dist", Float) = 2 + _TessellationMaxDist ("Tessellation Max Dist", Float) = 80 + } + + // ==================== URP SubShader ==================== + SubShader + { + PackageRequirements { "com.unity.render-pipelines.universal" } + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "WaterProURP" + Tags { "LightMode" = "UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + HLSLPROGRAM + #pragma target 4.6 + #pragma vertex vert + #pragma fragment frag + #pragma hull hull + #pragma domain domain + + #pragma multi_compile_fog + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile _ _ADDITIONAL_LIGHTS + + #pragma shader_feature_local _SSR_ON + #pragma shader_feature_local _SSS_ON + #pragma shader_feature_local _CAUSTICS_ON + #pragma shader_feature_local _WAVE_FOAM_ON + #pragma shader_feature_local _TESSELLATION_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" + + TEXTURE2D(_NormalMap1); + TEXTURE2D(_NormalMap2); + TEXTURE2D(_FlowMap); + TEXTURE2D(_FoamTexture); + TEXTURE2D(_CausticsTexture); + TEXTURECUBE(_CubeMap); + + SAMPLER(sampler_NormalMap1); + SAMPLER(sampler_NormalMap2); + SAMPLER(sampler_FlowMap); + SAMPLER(sampler_FoamTexture); + SAMPLER(sampler_CausticsTexture); + SAMPLER(sampler_CubeMap); + + CBUFFER_START(UnityPerMaterial) + float4 _ShallowColor; + float4 _DeepColor; + float4 _HorizonColor; + float _DepthMaxDistance; + float _DepthStrength; + float4 _AbsorptionColor; + float _AbsorptionStrength; + float _ClarityDistance; + float _UnderwaterFogDensity; + float _TransparencyDepth; + float _OceanScale; + float _WaveSpeed; + float _WaveHeight; + float4 _WindDirection; + float _Choppiness; + float4 _WaveA; + float4 _WaveB; + float4 _WaveC; + float4 _WaveD; + float4 _WaveE; + float4 _WaveF; + float4 _WaveG; + float4 _WaveH; + float4 _WaveI; + float4 _WaveJ; + float4 _WaveK; + float4 _WaveL; + float _MicroWaveScale; + float _MicroWaveStrength; + float4 _NormalMap1_ST; + float4 _NormalMap2_ST; + float _NormalStrength; + float _NormalScale1; + float _NormalScale2; + float4 _NormalSpeed1; + float4 _NormalSpeed2; + float _RippleScale1; + float _RippleScale2; + float _RippleScale3; + float _RippleStrength; + float _RippleSpeed; + float4 _FlowMap_ST; + float _FlowStrength; + float _FlowSpeed; + float _ReflectionStrength; + float _SSRSteps; + float _SSRStepSize; + float _SSRThickness; + float _RefractionStrength; + float _ChromaticAberration; + float _FresnelPower; + float _FresnelBias; + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + float4 _FoamTexture_ST; + float4 _FoamColor; + float _FoamDistance; + float _FoamNoiseScale; + float _FoamSpeed; + float _FoamSharpness; + float _WaveFoamThreshold; + float4 _CausticsTexture_ST; + float _CausticsStrength; + float _CausticsScale; + float _CausticsSpeed; + float _CausticsDepth; + float _CausticsDistortion; + float _CausticsSplit; + float _UnderwaterRaysStrength; + float _UnderwaterRaysScale; + float _UnderwaterRaysSpeed; + float _UnderwaterRaysFalloff; + float4 _SpecularColor; + float _Smoothness; + float _SpecularIntensity; + float _SunDiskSize; + float _SunDiskIntensity; + float _SunDiskSharpness; + float _AnisotropyStrength; + float _AnisotropyDirection; + float _MicroFacetScale; + float _MicroFacetIntensity; + float _MicroFacetThreshold; + float _WaveFoamSoftness; + float _TessellationFactor; + float _TessellationMinDist; + float _TessellationMaxDist; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct TessellationControlPoint + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float3 viewDir : TEXCOORD6; + float fogFactor : TEXCOORD7; + float waveHeight : TEXCOORD8; + }; + + float3 GerstnerWave(float4 wave, float3 p, inout float3 tangent, inout float3 binormal, float time) + { + float steepness = wave.z; + float wavelength = wave.w; + float k = 2.0 * PI / wavelength; + float c = sqrt(9.8 / k); + float2 d = normalize(wave.xy); + float f = k * (dot(d, p.xz) - c * time); + float a = steepness / k; + + tangent += float3( + -d.x * d.x * steepness * sin(f), + d.x * steepness * cos(f), + -d.x * d.y * steepness * sin(f) + ); + binormal += float3( + -d.x * d.y * steepness * sin(f), + d.y * steepness * cos(f), + -d.y * d.y * steepness * sin(f) + ); + + return float3(d.x * a * cos(f), a * sin(f), d.y * a * cos(f)); + } + + // Simple noise for micro detail + float SimpleNoise(float2 uv) + { + return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453); + } + + float SmoothNoise(float2 uv) + { + float2 i = floor(uv); + float2 f = frac(uv); + f = f * f * (3.0 - 2.0 * f); + + float a = SimpleNoise(i); + float b = SimpleNoise(i + float2(1, 0)); + float c = SimpleNoise(i + float2(0, 1)); + float d = SimpleNoise(i + float2(1, 1)); + + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + float FBMNoise(float2 uv, float t) + { + float value = 0; + float amp = 0.5; + float2 animUV = uv; + + [unroll(4)] + for (int i = 0; i < 4; i++) + { + animUV += t * 0.1 * float(i + 1); + value += amp * SmoothNoise(animUV); + animUV *= 2.0; + amp *= 0.5; + } + return value; + } + + // ========== PROCEDURAL SURFACE RIPPLES (constant micro-movement) ========== + // Creates endless small ripples that make water surface feel alive + // Uses multiple overlapping sine waves at different scales - NO textures needed + // Hash function for pseudo-random noise (no texture needed) + float hash21(float2 p) + { + p = frac(p * float2(234.34, 435.345)); + p += dot(p, p + 34.23); + return frac(p.x * p.y); + } + + float2 hash22(float2 p) + { + float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973)); + p3 += dot(p3, p3.yzx + 33.33); + return frac((p3.xx + p3.yz) * p3.zy); + } + + // Smooth noise interpolation + float valueNoise(float2 p) + { + float2 i = floor(p); + float2 f = frac(p); + f = f * f * (3.0 - 2.0 * f); // Smoothstep + + float a = hash21(i); + float b = hash21(i + float2(1, 0)); + float c = hash21(i + float2(0, 1)); + float d = hash21(i + float2(1, 1)); + + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + // Rotate UV to break grid alignment + float2 RotateUV(float2 uv, float angle) + { + float s = sin(angle); + float c = cos(angle); + return float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c); + } + + float3 CalculateSurfaceRipples(float2 worldXZ, float time) + { + float rippleTime = time * _RippleSpeed; + + // Multiple rotated UV layers to completely break grid patterns + float2 uv1 = RotateUV(worldXZ * _RippleScale1, 0.0); + float2 uv2 = RotateUV(worldXZ * _RippleScale1, 1.047); // 60 degrees + float2 uv3 = RotateUV(worldXZ * _RippleScale1, 2.094); // 120 degrees + + float2 uv4 = RotateUV(worldXZ * _RippleScale2, 0.524); // 30 degrees + float2 uv5 = RotateUV(worldXZ * _RippleScale2, 1.571); // 90 degrees + float2 uv6 = RotateUV(worldXZ * _RippleScale2, 2.618); // 150 degrees + + float2 uv7 = RotateUV(worldXZ * _RippleScale3, 0.785); // 45 degrees + float2 uv8 = RotateUV(worldXZ * _RippleScale3, 2.356); // 135 degrees + + // Noise for additional randomization + float n1 = valueNoise(worldXZ * 0.3 + rippleTime * 0.05); + float n2 = valueNoise(worldXZ * 0.7 - rippleTime * 0.07); + + // Layer 1: Three 60-degree rotated waves (no grid alignment possible) + float w1 = sin(uv1.x * 4.0 + rippleTime * 1.1 + n1 * 3.0); + float w2 = sin(uv2.x * 4.0 + rippleTime * 0.9 + n1 * 2.5); + float w3 = sin(uv3.x * 4.0 + rippleTime * 1.3 + n2 * 2.0); + + // Layer 2: Three more rotated waves at different angles + float w4 = sin(uv4.x * 6.0 + rippleTime * 1.5 + n2 * 4.0); + float w5 = sin(uv5.x * 6.0 - rippleTime * 1.2 + n1 * 3.5); + float w6 = sin(uv6.x * 6.0 + rippleTime * 1.7 + n2 * 3.0); + + // Layer 3: Fine detail + float w7 = sin(uv7.x * 10.0 + rippleTime * 2.0 + n1 * 5.0); + float w8 = sin(uv8.x * 10.0 - rippleTime * 1.8 + n2 * 4.5); + + // Combine - each direction contributes to both dx and dz due to rotation + float layer1 = (w1 + w2 + w3) / 3.0; + float layer2 = (w4 + w5 + w6) / 3.0; + float layer3 = (w7 + w8) / 2.0; + + // Direct noise contribution + float directNoise = (valueNoise(worldXZ * _RippleScale2 + rippleTime) - 0.5) * 2.0; + + // Calculate gradient from rotated waves + float dx = layer1 * 0.5 * cos(0.0) + layer1 * 0.5 * cos(1.047) + layer1 * 0.5 * cos(2.094) + + layer2 * 0.35 * cos(0.524) + layer2 * 0.35 * cos(1.571) + + layer3 * 0.2 * cos(0.785) + + directNoise * 0.2; + + float dz = layer1 * 0.5 * sin(0.0) + layer1 * 0.5 * sin(1.047) + layer1 * 0.5 * sin(2.094) + + layer2 * 0.35 * sin(0.524) + layer2 * 0.35 * sin(1.571) + + layer3 * 0.2 * sin(0.785) + + directNoise * 0.15; + + float3 rippleNormal = float3(0, 1, 0); + rippleNormal.x = dx * _RippleStrength * 0.12; + rippleNormal.z = dz * _RippleStrength * 0.12; + return normalize(rippleNormal); + } + + // ========== PHYSICS-BASED WATER SPECULAR (Genshin-style) ========== + + // GGX/Trowbridge-Reitz Normal Distribution Function + float GGX_D(float NdotH, float roughness) + { + float a2 = roughness * roughness; + float d = NdotH * NdotH * (a2 - 1.0) + 1.0; + return a2 / (PI * d * d + 0.0001); + } + + // Schlick's Fresnel approximation + float3 FresnelSchlick(float cosTheta, float3 F0) + { + return F0 + (1.0 - F0) * pow(saturate(1.0 - cosTheta), 5.0); + } + + // Smith's Geometry function for GGX + float Smith_G1(float NdotV, float roughness) + { + float k = roughness * roughness * 0.5; + return NdotV / (NdotV * (1.0 - k) + k + 0.0001); + } + + float Smith_G(float NdotV, float NdotL, float roughness) + { + return Smith_G1(NdotV, roughness) * Smith_G1(NdotL, roughness); + } + + // Anisotropic GGX for wave-direction stretched highlights (like Genshin) + float AnisotropicGGX(float NdotH, float TdotH, float BdotH, float roughnessT, float roughnessB) + { + float d = (TdotH * TdotH) / (roughnessT * roughnessT + 0.0001) + + (BdotH * BdotH) / (roughnessB * roughnessB + 0.0001) + + NdotH * NdotH; + return 1.0 / (PI * roughnessT * roughnessB * d * d + 0.0001); + } + + // Sun disk reflection - visible sun reflection on wave peaks + float SunDiskReflection(float3 reflectDir, float3 lightDir, float diskSize, float sharpness) + { + float cosAngle = dot(reflectDir, lightDir); + // Create sharp disk with soft edge + float disk = saturate((cosAngle - (1.0 - diskSize)) / diskSize); + return pow(disk, sharpness); + } + + // Micro-facet glitter - based on actual wave normal perturbation (not noise pattern) + // Returns intensity only - caller multiplies by light color + float MicroFacetGlitter(float3 normal, float3 viewDir, float3 lightDir, float waveHeight) + { + // Use wave height derivative as micro-normal perturbation source + // Higher waves = more micro-facet variation + float waveFactor = saturate(abs(waveHeight) * 3.0); + + // Calculate specular based on perturbed normal + float3 H = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, H)); + + // Glitter appears where reflection is nearly perfect + // Wave peaks get more glitter due to steeper micro-facets + float glitter = smoothstep(_MicroFacetThreshold, 1.0, NdotH); + glitter *= (1.0 + waveFactor * 0.5); // Boost on wave peaks + + return glitter * _MicroFacetIntensity; + } + + // Complete wave-based specular calculation (Genshin-style) + float3 CalculateWaterSpecular( + float3 worldNormal, + float3 viewDir, + float3 lightDir, + float3 lightColor, + float3 tangent, + float3 bitangent, + float2 worldXZ, + float waveHeight, + float time) + { + float3 H = normalize(lightDir + viewDir); + + float NdotH = saturate(dot(worldNormal, H)); + float NdotV = saturate(dot(worldNormal, viewDir)); + float NdotL = saturate(dot(worldNormal, lightDir)); + float VdotH = saturate(dot(viewDir, H)); + float TdotH = dot(tangent, H); + float BdotH = dot(bitangent, H); + + float roughness = 1.0 - _Smoothness; + roughness = max(roughness, 0.08); // Minimum roughness for wider spread + + // === 1. Base GGX Specular === + float D = GGX_D(NdotH, roughness); + float G = Smith_G(NdotV, NdotL, roughness); + float3 F0 = float3(0.02, 0.02, 0.02); // Water IOR ~1.33 + float3 F = FresnelSchlick(VdotH, F0); + + float3 specBRDF = (D * G * F) / (4.0 * NdotV * NdotL + 0.0001); + float3 baseSpecular = specBRDF * NdotL * _SpecularIntensity; + + // === 2. Anisotropic Highlights (wave-direction stretch) === + // Stretch highlights perpendicular to wave direction (tangent) + // High aniso = long horizontal streaks like real water + float anisoT = roughness * (1.0 + _AnisotropyStrength * 3.0); // Much wider in tangent direction + float anisoB = roughness * max(0.05, 1.0 - _AnisotropyStrength * 0.8); // Tighter in binormal + float anisoD = AnisotropicGGX(NdotH, TdotH, BdotH, anisoT, anisoB); + // Anisotropic should be the PRIMARY specular for water + float3 anisoSpecular = anisoD * G * F * NdotL * _SpecularIntensity; + + // === 3. Sun Disk Reflection (uses light color) === + float3 reflectDir = reflect(-viewDir, worldNormal); + float sunDisk = SunDiskReflection(reflectDir, lightDir, _SunDiskSize, _SunDiskSharpness); + // Boost sun disk on wave peaks + float peakBoost = saturate(waveHeight * 2.0 + 0.3); + float3 sunReflection = sunDisk * _SunDiskIntensity * peakBoost * lightColor; + + // === 4. Micro-facet Glitter (wave-based, not noise) === + float glitterIntensity = MicroFacetGlitter(worldNormal, viewDir, lightDir, waveHeight); + float3 glitter = glitterIntensity * lightColor; + + // === Combine all specular components === + // Blend between isotropic and anisotropic based on strength + float3 blendedSpecular = lerp(baseSpecular, anisoSpecular, _AnisotropyStrength); + float3 totalSpecular = blendedSpecular * lightColor + sunReflection + glitter; + + return totalSpecular * _SpecularColor.rgb; + } + + float3 ApplyWaves(float3 positionOS, inout float3 normal, out float waveHeight) + { + float3 tangent = float3(1, 0, 0); + float3 binormal = float3(0, 0, 1); + float time = _Time.y * _WaveSpeed; + + // Scale position by ocean scale + float3 scaledPos = positionOS * _OceanScale; + + // Apply wind influence to wave directions + float2 windDir = normalize(_WindDirection.xy); + + float3 offset = float3(0, 0, 0); + + // Large swells (long wavelength, slow) + offset += GerstnerWave(_WaveA, scaledPos, tangent, binormal, time * 0.8); + offset += GerstnerWave(_WaveB, scaledPos, tangent, binormal, time * 0.9); + + // Medium waves + offset += GerstnerWave(_WaveC, scaledPos, tangent, binormal, time); + offset += GerstnerWave(_WaveD, scaledPos, tangent, binormal, time * 1.1); + offset += GerstnerWave(_WaveE, scaledPos, tangent, binormal, time * 1.2); + + // Small detail waves (short wavelength, fast) + offset += GerstnerWave(_WaveF, scaledPos, tangent, binormal, time * 1.4); + offset += GerstnerWave(_WaveG, scaledPos, tangent, binormal, time * 1.6); + offset += GerstnerWave(_WaveH, scaledPos, tangent, binormal, time * 1.8); + + // Extra small waves (very short wavelength, for surface texture) + offset += GerstnerWave(_WaveI, scaledPos, tangent, binormal, time * 2.0); + offset += GerstnerWave(_WaveJ, scaledPos, tangent, binormal, time * 2.2); + offset += GerstnerWave(_WaveK, scaledPos, tangent, binormal, time * 2.5); + offset += GerstnerWave(_WaveL, scaledPos, tangent, binormal, time * 2.8); + + // Apply wave height multiplier + offset.y *= _WaveHeight; + + // Apply choppiness to horizontal displacement + offset.xz *= _Choppiness; + + // Add micro waves for surface detail (higher frequency noise) + float2 microUV = scaledPos.xz * _MicroWaveScale; + float microNoise = FBMNoise(microUV, time * 2.0); + float microNoise2 = FBMNoise(microUV * 1.7 + 50.0, time * 2.5); + float microNoise3 = FBMNoise(microUV * 2.5 + 100.0, time * 3.0); + offset.y += (microNoise - 0.5) * _MicroWaveStrength; + offset.y += (microNoise2 - 0.5) * _MicroWaveStrength * 0.5; + offset.y += (microNoise3 - 0.5) * _MicroWaveStrength * 0.25; + + normal = normalize(cross(binormal, tangent)); + waveHeight = offset.y; + return positionOS + offset; + } + + float3 FlowUVW(float2 uv, float2 flowVector, float time, float phaseOffset) + { + float progress = frac(time + phaseOffset); + float3 uvw; + uvw.xy = uv - flowVector * progress; + uvw.z = 1 - abs(1 - 2 * progress); + return uvw; + } + + TessellationControlPoint vert(Attributes IN) + { + TessellationControlPoint OUT; + OUT.positionOS = IN.positionOS; + OUT.normalOS = IN.normalOS; + OUT.tangentOS = IN.tangentOS; + OUT.uv = IN.uv; + return OUT; + } + + float CalcDistanceTessFactor(float3 positionWS, float minDist, float maxDist, float tess) + { + float dist = distance(positionWS, _WorldSpaceCameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0); + return f * tess; + } + + TessellationFactors patchConstantFunction(InputPatch patch) + { + TessellationFactors f; + #if defined(_TESSELLATION_ON) + float3 p0 = TransformObjectToWorld(patch[0].positionOS.xyz); + float3 p1 = TransformObjectToWorld(patch[1].positionOS.xyz); + float3 p2 = TransformObjectToWorld(patch[2].positionOS.xyz); + f.edge[0] = CalcDistanceTessFactor(0.5 * (p1 + p2), _TessellationMinDist, _TessellationMaxDist, _TessellationFactor); + f.edge[1] = CalcDistanceTessFactor(0.5 * (p0 + p2), _TessellationMinDist, _TessellationMaxDist, _TessellationFactor); + f.edge[2] = CalcDistanceTessFactor(0.5 * (p0 + p1), _TessellationMinDist, _TessellationMaxDist, _TessellationFactor); + f.inside = (f.edge[0] + f.edge[1] + f.edge[2]) / 3.0; + #else + f.edge[0] = f.edge[1] = f.edge[2] = 1; + f.inside = 1; + #endif + return f; + } + + [domain("tri")] + [outputcontrolpoints(3)] + [outputtopology("triangle_cw")] + [partitioning("fractional_odd")] + [patchconstantfunc("patchConstantFunction")] + TessellationControlPoint hull(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + Varyings domain(TessellationFactors factors, OutputPatch patch, float3 barycentricCoordinates : SV_DomainLocation) + { + Attributes data; + #define INTERPOLATE(fieldName) data.fieldName = \ + patch[0].fieldName * barycentricCoordinates.x + \ + patch[1].fieldName * barycentricCoordinates.y + \ + patch[2].fieldName * barycentricCoordinates.z; + INTERPOLATE(positionOS) + INTERPOLATE(normalOS) + INTERPOLATE(tangentOS) + INTERPOLATE(uv) + #undef INTERPOLATE + + Varyings OUT; + float3 waveNormal; + float waveHeight; + float3 posOS = ApplyWaves(data.positionOS.xyz, waveNormal, waveHeight); + + OUT.worldPos = TransformObjectToWorld(posOS); + OUT.positionCS = TransformWorldToHClip(OUT.worldPos); + OUT.uv = data.uv; + OUT.screenPos = ComputeScreenPos(OUT.positionCS); + OUT.worldNormal = TransformObjectToWorldNormal(waveNormal); + OUT.worldTangent = TransformObjectToWorldDir(data.tangentOS.xyz); + OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * data.tangentOS.w; + OUT.viewDir = GetWorldSpaceViewDir(OUT.worldPos); + OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z); + OUT.waveHeight = waveHeight; + return OUT; + } + + float3 ScreenSpaceReflection(float3 worldPos, float3 reflectDir, float2 screenUV) + { + #if defined(_SSR_ON) + float3 startPos = worldPos; + float3 stepDir = reflectDir * _SSRStepSize; + int maxSteps = min((int)_SSRSteps, 32); // Limit to 32 for GPU compatibility + [unroll(32)] + for (int i = 0; i < 32; i++) + { + if (i >= maxSteps) break; + startPos += stepDir; + float4 projPos = TransformWorldToHClip(startPos); + float2 sampleUV = projPos.xy / projPos.w * 0.5 + 0.5; + #if UNITY_UV_STARTS_AT_TOP + sampleUV.y = 1 - sampleUV.y; + #endif + if (sampleUV.x < 0 || sampleUV.x > 1 || sampleUV.y < 0 || sampleUV.y > 1) break; + float sceneDepth = LinearEyeDepth(SampleSceneDepth(sampleUV), _ZBufferParams); + float rayDepth = LinearEyeDepth(projPos.z, _ZBufferParams); + if (rayDepth > sceneDepth && rayDepth < sceneDepth + _SSRThickness) + return SampleSceneColor(sampleUV); + } + #endif + return SAMPLE_TEXTURECUBE(_CubeMap, sampler_CubeMap, reflectDir).rgb; + } + + float3 SubsurfaceScattering(float3 viewDir, float3 lightDir, float3 normal, float3 lightColor) + { + #if defined(_SSS_ON) + float3 H = normalize(lightDir + normal * _SSSDistortion); + float VdotH = pow(saturate(dot(viewDir, -H)), _SSSPower); + return _SSSColor.rgb * VdotH * _SSSStrength * lightColor; + #else + return float3(0, 0, 0); + #endif + } + + // Beer-Lambert absorption for realistic underwater color + float3 ApplyAbsorption(float3 backgroundColor, float depth, float3 viewDir, float3 lightDir) + { + // Exponential absorption based on depth + float absorptionFactor = exp(-depth * _AbsorptionStrength / _ClarityDistance); + + // Color shift - water absorbs red first, then green + float3 absorptionTint = lerp(_AbsorptionColor.rgb, float3(1,1,1), absorptionFactor); + + // Apply underwater fog + float fogFactor = 1.0 - exp(-depth * _UnderwaterFogDensity); + float3 underwaterFog = _DeepColor.rgb * 0.5; + + // Combine absorption and fog + float3 result = backgroundColor * absorptionTint; + result = lerp(result, underwaterFog, fogFactor); + + return result; + } + + float3 SampleCaustics(float2 worldXZ, float depth, float3 worldNormal) + { + #if defined(_CAUSTICS_ON) + float time = _Time.y * _CausticsSpeed; + + // Distort caustics UV based on wave normal for shimmer effect + float2 normalDistort = worldNormal.xz * _CausticsDistortion; + + // Layer 1 - main caustics + float2 uv1 = worldXZ * _CausticsScale + normalDistort + float2(time * 0.4, time * 0.25); + // Layer 2 - offset and scaled differently + float2 uv2 = worldXZ * _CausticsScale * 1.4 - normalDistort * 0.7 - float2(time * 0.3, time * 0.35); + // Layer 3 - fine detail + float2 uv3 = worldXZ * _CausticsScale * 2.1 + normalDistort * 0.3 + float2(time * 0.15, -time * 0.2); + + // Sample with RGB split for chromatic effect (like real caustics) + float2 rgbOffset = float2(_CausticsSplit, _CausticsSplit * 0.5); + + float c1r = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv1 + rgbOffset).r; + float c1g = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv1).r; + float c1b = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv1 - rgbOffset).r; + + float c2r = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv2 + rgbOffset * 0.7).r; + float c2g = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv2).r; + float c2b = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv2 - rgbOffset * 0.7).r; + + float c3 = SAMPLE_TEXTURE2D(_CausticsTexture, sampler_CausticsTexture, uv3).r; + + // Combine layers with min for sharp caustic lines + float3 caustics; + caustics.r = min(c1r, c2r) + c3 * 0.3; + caustics.g = min(c1g, c2g) + c3 * 0.3; + caustics.b = min(c1b, c2b) + c3 * 0.3; + + // Enhance contrast + caustics = pow(caustics, 1.8) * 2.5; + + // Depth fade - stronger in shallow water, disappears in deep + float shallowBoost = saturate(1.0 - depth / (_CausticsDepth * 0.3)); + float depthFade = saturate(1.0 - depth / _CausticsDepth); + depthFade = depthFade * depthFade; // Quadratic falloff + depthFade *= (1.0 + shallowBoost * 2.0); // Extra bright in shallows + + return caustics * depthFade * _CausticsStrength; + #else + return float3(0, 0, 0); + #endif + } + + // Underwater light rays (God Rays) - visible when looking up from underwater + float3 CalculateUnderwaterRays(float2 worldXZ, float depth, float3 viewDir, float3 lightDir, float3 lightColor) + { + float time = _Time.y * _UnderwaterRaysSpeed; + + // Rays are more visible when looking toward light source + float viewToLight = saturate(dot(viewDir, lightDir) * 0.5 + 0.5); + + // Create volumetric ray pattern using layered noise + float2 rayUV1 = worldXZ * _UnderwaterRaysScale + float2(time * 0.1, 0); + float2 rayUV2 = worldXZ * _UnderwaterRaysScale * 1.7 + float2(time * 0.15, time * 0.05); + float2 rayUV3 = worldXZ * _UnderwaterRaysScale * 0.5 + float2(-time * 0.08, time * 0.02); + + // Directional rays (streaks going down from surface) + float ray1 = sin(rayUV1.x * 8.0 + rayUV1.y * 2.0 + time) * 0.5 + 0.5; + float ray2 = sin(rayUV2.x * 12.0 + rayUV2.y * 3.0 - time * 0.7) * 0.5 + 0.5; + float ray3 = sin(rayUV3.x * 5.0 + rayUV3.y * 1.5 + time * 1.3) * 0.5 + 0.5; + + // Combine with contrast + float rays = ray1 * ray2 + ray3 * 0.3; + rays = pow(saturate(rays), 2.0); + + // Fade based on depth - stronger near surface, fades in deep water + float depthFade = exp(-depth / _UnderwaterRaysFalloff); + + // Boost when looking up toward light + float lookUpBoost = pow(viewToLight, 2.0); + + // Apply light color and strength + float3 rayColor = lightColor * rays * depthFade * lookUpBoost * _UnderwaterRaysStrength; + + return rayColor; + } + + float4 frag(Varyings IN) : SV_Target + { + float time = _Time.y; + float2 screenUV = IN.screenPos.xy / IN.screenPos.w; + float3 viewDir = normalize(IN.viewDir); + + float2 flowVector = (SAMPLE_TEXTURE2D(_FlowMap, sampler_FlowMap, IN.worldPos.xz * _FlowMap_ST.xy).rg * 2 - 1) * _FlowStrength; + float flowTime = time * _FlowSpeed; + float3 uvwA = FlowUVW(IN.worldPos.xz, flowVector, flowTime, 0); + float3 uvwB = FlowUVW(IN.worldPos.xz, flowVector, flowTime, 0.5); + + float2 normalUV1A = uvwA.xy * _NormalScale1 + time * _NormalSpeed1.xy; + float2 normalUV1B = uvwB.xy * _NormalScale1 + time * _NormalSpeed1.xy; + float2 normalUV2A = uvwA.xy * _NormalScale2 + time * _NormalSpeed2.xy; + float2 normalUV2B = uvwB.xy * _NormalScale2 + time * _NormalSpeed2.xy; + + float3 normal1A = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap1, sampler_NormalMap1, normalUV1A), _NormalStrength); + float3 normal1B = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap1, sampler_NormalMap1, normalUV1B), _NormalStrength); + float3 normal2A = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap2, sampler_NormalMap2, normalUV2A), _NormalStrength * 0.5); + float3 normal2B = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap2, sampler_NormalMap2, normalUV2B), _NormalStrength * 0.5); + + float3 normalTS1 = normal1A * uvwA.z + normal1B * uvwB.z; + float3 normalTS2 = normal2A * uvwA.z + normal2B * uvwB.z; + float3 normalTS = normalize(normalTS1 + normalTS2); + + float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal); + float3 worldNormal = normalize(mul(normalTS, TBN)); + + // Add procedural surface ripples (constant micro-movement) + float3 rippleNormal = CalculateSurfaceRipples(IN.worldPos.xz, time); + worldNormal = normalize(worldNormal + float3(rippleNormal.x, 0, rippleNormal.z)); + + float depth = SampleSceneDepth(screenUV); + float linearDepth = LinearEyeDepth(depth, _ZBufferParams); + float surfaceDepth = LinearEyeDepth(IN.positionCS.z, _ZBufferParams); + float depthDifference = linearDepth - surfaceDepth; + float depthFactor = saturate(depthDifference / _DepthMaxDistance); + + float4 waterColor = lerp(_ShallowColor, _DeepColor, pow(depthFactor, _DepthStrength)); + float horizonFactor = pow(1 - saturate(dot(viewDir, float3(0, 1, 0))), 3); + waterColor = lerp(waterColor, _HorizonColor, horizonFactor * 0.5); + + // Refraction with chromatic aberration + // Note: Requires Opaque Texture enabled in URP settings + float2 refractionOffset = worldNormal.xz * _RefractionStrength * saturate(depthDifference); + float3 refractionR = SampleSceneColor(screenUV + refractionOffset * (1 + _ChromaticAberration)); + float3 refractionG = SampleSceneColor(screenUV + refractionOffset); + float3 refractionB = SampleSceneColor(screenUV + refractionOffset * (1 - _ChromaticAberration)); + float3 sampledColor = float3(refractionR.r, refractionG.g, refractionB.b); + + // Check if Opaque Texture is available (invalid samples are often very dark or saturated) + float sampledValid = step(0.01, dot(sampledColor, float3(0.299, 0.587, 0.114))); + + // If sample looks invalid, use water color directly + // Otherwise blend with water color to maintain water appearance + float3 refractionColor = lerp(waterColor.rgb, lerp(waterColor.rgb, sampledColor, 0.5), sampledValid); + + // Apply Beer-Lambert absorption for transparency + Light mainLightForAbsorption = GetMainLight(); + refractionColor = ApplyAbsorption(refractionColor, depthDifference, viewDir, mainLightForAbsorption.direction); + + // Enhanced caustics with wave distortion + float3 caustics = SampleCaustics(IN.worldPos.xz, depthDifference, worldNormal); + refractionColor += caustics * saturate(1.0 - depthFactor * 0.5); // Caustics visible through clear water + + // Underwater light rays (God Rays) - adds volumetric light effect + float3 underwaterRays = CalculateUnderwaterRays(IN.worldPos.xz, depthDifference, viewDir, mainLightForAbsorption.direction, mainLightForAbsorption.color); + refractionColor += underwaterRays; + + float fresnel = _FresnelBias + (1 - _FresnelBias) * pow(1 - saturate(dot(viewDir, worldNormal)), _FresnelPower); + float3 reflectDir = reflect(-viewDir, worldNormal); + float3 reflectionColor = ScreenSpaceReflection(IN.worldPos, reflectDir, screenUV); + + Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.worldPos)); + float3 lightDir = mainLight.direction; + float3 rawLightColor = mainLight.color * mainLight.shadowAttenuation; + + // Strongly normalize light color to prevent over-saturation + // Water should maintain its color regardless of light color + float lightLuminance = dot(rawLightColor, float3(0.299, 0.587, 0.114)); + float3 normalizedLightColor = rawLightColor / max(lightLuminance, 0.001); + // Only 30% of light hue affects water, rest is white + float3 lightColor = lerp(float3(1,1,1), normalizedLightColor, 0.3) * min(lightLuminance, 1.2); + + float3 sss = SubsurfaceScattering(viewDir, lightDir, worldNormal, lightColor); + + // === PHYSICS-BASED WATER SPECULAR (Genshin-style) === + // Uses wave normals directly for realistic light reflection + float3 specularColor = CalculateWaterSpecular( + worldNormal, + viewDir, + lightDir, + lightColor, + IN.worldTangent, + IN.worldBitangent, + IN.worldPos.xz, + IN.waveHeight, + time + ); + + // Shore foam - multi-layer for natural look + float shoreFoam = 0; + if (depthDifference < _FoamDistance) + { + float foamTime = time * _FoamSpeed; + // Multiple layers at different scales + float2 foamUV1 = IN.worldPos.xz * _FoamNoiseScale + foamTime * float2(0.1, 0.05); + float2 foamUV2 = IN.worldPos.xz * _FoamNoiseScale * 2.3 + foamTime * float2(-0.08, 0.12); + float2 foamUV3 = IN.worldPos.xz * _FoamNoiseScale * 0.5 + foamTime * float2(0.03, -0.06); + + float foamNoise1 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV1).r; + float foamNoise2 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV2).r; + float foamNoise3 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV3).r; + + // Blend noise layers + float foamNoise = foamNoise1 * 0.5 + foamNoise2 * 0.3 + foamNoise3 * 0.2; + + float foamFactor = 1 - saturate(depthDifference / _FoamDistance); + foamFactor = pow(foamFactor, 0.7); // Softer falloff + shoreFoam = saturate((foamNoise - (1 - foamFactor)) * _FoamSharpness); + } + + // Wave crest foam - follows wave motion naturally + float waveFoam = 0; + #if defined(_WAVE_FOAM_ON) + float waveHeightNorm = saturate(IN.waveHeight * 2 + 0.5); + + // Soft threshold with smooth transition + float foamMask = smoothstep(_WaveFoamThreshold - _WaveFoamSoftness, _WaveFoamThreshold + _WaveFoamSoftness, waveHeightNorm); + + if (foamMask > 0.001) + { + float foamTime = time * _FoamSpeed * 0.5; + + // UV that follows wave motion for more natural appearance + float2 waveMotion = float2(sin(time * 0.3), cos(time * 0.2)) * 0.5; + float2 foamUV1 = IN.worldPos.xz * _FoamNoiseScale * 0.3 + waveMotion + foamTime * float2(0.1, 0.08); + float2 foamUV2 = IN.worldPos.xz * _FoamNoiseScale * 0.7 - waveMotion * 0.5 + foamTime * float2(-0.05, 0.1); + float2 foamUV3 = IN.worldPos.xz * _FoamNoiseScale * 1.2 + foamTime * float2(0.08, -0.03); + + float foamNoise1 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV1).r; + float foamNoise2 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV2).r; + float foamNoise3 = SAMPLE_TEXTURE2D(_FoamTexture, sampler_FoamTexture, foamUV3).r; + + // Complex noise blend for organic look + float foamNoise = foamNoise1 * foamNoise2 * 2.0 + foamNoise3 * 0.3; + foamNoise = saturate(foamNoise); + + waveFoam = foamNoise * foamMask; + } + #endif + + float totalFoam = saturate(shoreFoam + waveFoam * 0.8); + + // Enhanced transparency blending + // Shallow water shows more of the refracted background (transparency) + // Deep water shows more of the water color + float transparencyFactor = saturate(depthDifference / _TransparencyDepth); + transparencyFactor = pow(transparencyFactor, 0.6); // Softer transition + + // Blend between clear (refracted) and tinted water based on depth + float3 finalColor = lerp(refractionColor, waterColor.rgb, transparencyFactor * waterColor.a); + + // Apply reflection based on fresnel (view angle) + finalColor = lerp(finalColor, reflectionColor, fresnel * _ReflectionStrength); + + // Add subsurface scattering (light through water) - reduced + finalColor += sss * 0.5; + + // Add specular highlights - these should be bright but localized + finalColor += specularColor; + + // Apply foam on top + finalColor = lerp(finalColor, _FoamColor.rgb, totalFoam); + + // Unity fog + finalColor = MixFog(finalColor, IN.fogFactor); + + // Alpha: more transparent in shallow, opaque in deep, plus foam + float alpha = saturate(transparencyFactor * 0.7 + fresnel * 0.3 + totalFoam); + alpha = max(alpha, 0.1); // Minimum visibility + + return float4(finalColor, alpha); + } + ENDHLSL + } + } + + // ==================== Built-in Pipeline SubShader ==================== + SubShader + { + Tags + { + "RenderType" = "Transparent" + "Queue" = "Transparent" + } + + GrabPass { "_GrabTexture" } + + Pass + { + Name "WaterProBuiltIn" + Tags { "LightMode" = "ForwardBase" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Back + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #pragma shader_feature_local _SSS_ON + #pragma shader_feature_local _WAVE_FOAM_ON + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + sampler2D _BumpMap; + sampler2D _NormalMap1; + sampler2D _NormalMap2; + sampler2D _FlowMap; + sampler2D _FoamTexture; + sampler2D _GrabTexture; + sampler2D _CameraDepthTexture; + samplerCUBE _CubeMap; + + float4 _ShallowColor; + float4 _DeepColor; + float4 _HorizonColor; + float _DepthMaxDistance; + float _DepthStrength; + + float4 _AbsorptionColor; + float _AbsorptionStrength; + float _ClarityDistance; + float _UnderwaterFogDensity; + float _TransparencyDepth; + + float _OceanScale; + float _WaveSpeed; + float _WaveHeight; + float4 _WindDirection; + float _Choppiness; + float4 _WaveA; + float4 _WaveB; + float4 _WaveC; + float4 _WaveD; + float4 _WaveE; + float4 _WaveF; + float4 _WaveG; + float4 _WaveH; + float4 _WaveI; + float4 _WaveJ; + float4 _WaveK; + float4 _WaveL; + float _MicroWaveScale; + float _MicroWaveStrength; + + float _NormalStrength; + float _NormalScale1; + float _NormalScale2; + float4 _NormalSpeed1; + float4 _NormalSpeed2; + float _RippleScale1; + float _RippleScale2; + float _RippleScale3; + float _RippleStrength; + float _RippleSpeed; + + float4 _FlowMap_ST; + float _FlowStrength; + float _FlowSpeed; + + float _ReflectionStrength; + float _RefractionStrength; + float _FresnelPower; + float _FresnelBias; + + float4 _SSSColor; + float _SSSStrength; + float _SSSDistortion; + float _SSSPower; + + float4 _FoamColor; + float _FoamDistance; + float _FoamNoiseScale; + float _FoamSpeed; + float _FoamSharpness; + float _WaveFoamThreshold; + + sampler2D _CausticsTexture; + float _CausticsStrength; + float _CausticsScale; + float _CausticsSpeed; + float _CausticsDepth; + float _CausticsDistortion; + float _CausticsSplit; + float _UnderwaterRaysStrength; + float _UnderwaterRaysScale; + float _UnderwaterRaysSpeed; + float _UnderwaterRaysFalloff; + + float4 _SpecularColor; + float _Smoothness; + float _SpecularIntensity; + float _SunDiskSize; + float _SunDiskIntensity; + float _SunDiskSharpness; + float _AnisotropyStrength; + float _AnisotropyDirection; + float _MicroFacetScale; + float _MicroFacetIntensity; + float _MicroFacetThreshold; + float _WaveFoamSoftness; + + // Simple noise for sparkles + float SimpleNoiseBuiltin(float2 uv) + { + return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453); + } + + float SmoothNoiseBuiltin(float2 uv) + { + float2 i = floor(uv); + float2 f = frac(uv); + f = f * f * (3.0 - 2.0 * f); + float a = SimpleNoiseBuiltin(i); + float b = SimpleNoiseBuiltin(i + float2(1, 0)); + float c = SimpleNoiseBuiltin(i + float2(0, 1)); + float d = SimpleNoiseBuiltin(i + float2(1, 1)); + return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y); + } + + // GGX Normal Distribution + float GGX_D_Builtin(float NdotH, float roughness) + { + float a2 = roughness * roughness; + float d = NdotH * NdotH * (a2 - 1.0) + 1.0; + return a2 / (UNITY_PI * d * d + 0.0001); + } + + // Schlick Fresnel + float3 FresnelSchlickBuiltin(float cosTheta, float3 F0) + { + return F0 + (1.0 - F0) * pow(saturate(1.0 - cosTheta), 5.0); + } + + // Smith Geometry + float SmithG_Builtin(float NdotV, float NdotL, float roughness) + { + float k = roughness * roughness * 0.5; + float g1 = NdotV / (NdotV * (1.0 - k) + k + 0.0001); + float g2 = NdotL / (NdotL * (1.0 - k) + k + 0.0001); + return g1 * g2; + } + + // Sun disk reflection + float SunDiskBuiltin(float3 reflectDir, float3 lightDir) + { + float cosAngle = dot(reflectDir, lightDir); + float disk = saturate((cosAngle - (1.0 - _SunDiskSize)) / _SunDiskSize); + return pow(disk, _SunDiskSharpness); + } + + // Rotate UV (Built-in) + float2 RotateUVBuiltin(float2 uv, float angle) + { + float s = sin(angle); + float c = cos(angle); + return float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c); + } + + // Procedural surface ripples (Built-in) with rotated waves to prevent moire + float3 CalculateSurfaceRipplesBuiltin(float2 worldXZ, float time) + { + float rippleTime = time * _RippleSpeed; + + // Multiple rotated UV layers + float2 uv1 = RotateUVBuiltin(worldXZ * _RippleScale1, 0.0); + float2 uv2 = RotateUVBuiltin(worldXZ * _RippleScale1, 1.047); + float2 uv3 = RotateUVBuiltin(worldXZ * _RippleScale1, 2.094); + + float2 uv4 = RotateUVBuiltin(worldXZ * _RippleScale2, 0.524); + float2 uv5 = RotateUVBuiltin(worldXZ * _RippleScale2, 1.571); + float2 uv6 = RotateUVBuiltin(worldXZ * _RippleScale2, 2.618); + + float2 uv7 = RotateUVBuiltin(worldXZ * _RippleScale3, 0.785); + float2 uv8 = RotateUVBuiltin(worldXZ * _RippleScale3, 2.356); + + float n1 = SmoothNoiseBuiltin(worldXZ * 0.3 + rippleTime * 0.05); + float n2 = SmoothNoiseBuiltin(worldXZ * 0.7 - rippleTime * 0.07); + + float w1 = sin(uv1.x * 4.0 + rippleTime * 1.1 + n1 * 3.0); + float w2 = sin(uv2.x * 4.0 + rippleTime * 0.9 + n1 * 2.5); + float w3 = sin(uv3.x * 4.0 + rippleTime * 1.3 + n2 * 2.0); + + float w4 = sin(uv4.x * 6.0 + rippleTime * 1.5 + n2 * 4.0); + float w5 = sin(uv5.x * 6.0 - rippleTime * 1.2 + n1 * 3.5); + float w6 = sin(uv6.x * 6.0 + rippleTime * 1.7 + n2 * 3.0); + + float w7 = sin(uv7.x * 10.0 + rippleTime * 2.0 + n1 * 5.0); + float w8 = sin(uv8.x * 10.0 - rippleTime * 1.8 + n2 * 4.5); + + float layer1 = (w1 + w2 + w3) / 3.0; + float layer2 = (w4 + w5 + w6) / 3.0; + float layer3 = (w7 + w8) / 2.0; + + float directNoise = (SmoothNoiseBuiltin(worldXZ * _RippleScale2 + rippleTime) - 0.5) * 2.0; + + float dx = layer1 * 0.5 * cos(0.0) + layer1 * 0.5 * cos(1.047) + layer1 * 0.5 * cos(2.094) + + layer2 * 0.35 * cos(0.524) + layer2 * 0.35 * cos(1.571) + + layer3 * 0.2 * cos(0.785) + directNoise * 0.2; + + float dz = layer1 * 0.5 * sin(0.0) + layer1 * 0.5 * sin(1.047) + layer1 * 0.5 * sin(2.094) + + layer2 * 0.35 * sin(0.524) + layer2 * 0.35 * sin(1.571) + + layer3 * 0.2 * sin(0.785) + directNoise * 0.15; + + float3 rippleNormal = float3(0, 1, 0); + rippleNormal.x = dx * _RippleStrength * 0.12; + rippleNormal.z = dz * _RippleStrength * 0.12; + return normalize(rippleNormal); + } + + // Micro-facet glitter (wave-based, returns intensity only) + float MicroFacetGlitterBuiltin(float3 normal, float3 viewDir, float3 lightDir, float waveHeight) + { + float waveFactor = saturate(abs(waveHeight) * 3.0); + float3 H = normalize(lightDir + viewDir); + float NdotH = saturate(dot(normal, H)); + float glitter = smoothstep(_MicroFacetThreshold, 1.0, NdotH); + glitter *= (1.0 + waveFactor * 0.5); + return glitter * _MicroFacetIntensity; + } + + // Physics-based water specular (Built-in version) + // Anisotropic GGX for Built-in + float AnisotropicGGXBuiltin(float NdotH, float TdotH, float BdotH, float roughnessT, float roughnessB) + { + float d = (TdotH * TdotH) / (roughnessT * roughnessT + 0.0001) + + (BdotH * BdotH) / (roughnessB * roughnessB + 0.0001) + + NdotH * NdotH; + return 1.0 / (UNITY_PI * roughnessT * roughnessB * d * d + 0.0001); + } + + float3 CalculateWaterSpecularBuiltin(float3 worldNormal, float3 viewDir, float3 lightDir, float3 lightColor, float3 tangent, float3 bitangent, float2 worldXZ, float waveHeight, float time) + { + float3 H = normalize(lightDir + viewDir); + float NdotH = saturate(dot(worldNormal, H)); + float NdotV = saturate(dot(worldNormal, viewDir)); + float NdotL = saturate(dot(worldNormal, lightDir)); + float VdotH = saturate(dot(viewDir, H)); + float TdotH = dot(tangent, H); + float BdotH = dot(bitangent, H); + + float roughness = max(1.0 - _Smoothness, 0.08); + + // GGX Specular + float D = GGX_D_Builtin(NdotH, roughness); + float G = SmithG_Builtin(NdotV, NdotL, roughness); + float3 F0 = float3(0.02, 0.02, 0.02); + float3 F = FresnelSchlickBuiltin(VdotH, F0); + float3 specBRDF = (D * G * F) / (4.0 * NdotV * NdotL + 0.0001); + float3 baseSpec = specBRDF * NdotL * _SpecularIntensity; + + // Anisotropic highlights - stretch along wave direction + float anisoT = roughness * (1.0 + _AnisotropyStrength * 3.0); + float anisoB = roughness * max(0.05, 1.0 - _AnisotropyStrength * 0.8); + float anisoD = AnisotropicGGXBuiltin(NdotH, TdotH, BdotH, anisoT, anisoB); + float3 anisoSpec = anisoD * G * F * NdotL * _SpecularIntensity; + + // Blend isotropic and anisotropic + float3 blendedSpec = lerp(baseSpec, anisoSpec, _AnisotropyStrength); + + // Sun disk (with light color) + float3 reflectDir = reflect(-viewDir, worldNormal); + float sunDisk = SunDiskBuiltin(reflectDir, lightDir); + float peakBoost = saturate(waveHeight * 2.0 + 0.3); + float3 sunReflection = sunDisk * _SunDiskIntensity * peakBoost * lightColor; + + // Micro-facet glitter (with light color) + float glitterIntensity = MicroFacetGlitterBuiltin(worldNormal, viewDir, lightDir, waveHeight); + float3 glitter = glitterIntensity * lightColor; + + return (blendedSpec * lightColor + sunReflection + glitter) * _SpecularColor.rgb; + } + + // Underwater light rays (God Rays) - Built-in version + float3 CalculateUnderwaterRaysBuiltin(float2 worldXZ, float depth, float3 viewDir, float3 lightDir, float3 lightColor) + { + float time = _Time.y * _UnderwaterRaysSpeed; + float viewToLight = saturate(dot(viewDir, lightDir) * 0.5 + 0.5); + + float2 rayUV1 = worldXZ * _UnderwaterRaysScale + float2(time * 0.1, 0); + float2 rayUV2 = worldXZ * _UnderwaterRaysScale * 1.7 + float2(time * 0.15, time * 0.05); + float2 rayUV3 = worldXZ * _UnderwaterRaysScale * 0.5 + float2(-time * 0.08, time * 0.02); + + float ray1 = sin(rayUV1.x * 8.0 + rayUV1.y * 2.0 + time) * 0.5 + 0.5; + float ray2 = sin(rayUV2.x * 12.0 + rayUV2.y * 3.0 - time * 0.7) * 0.5 + 0.5; + float ray3 = sin(rayUV3.x * 5.0 + rayUV3.y * 1.5 + time * 1.3) * 0.5 + 0.5; + + float rays = ray1 * ray2 + ray3 * 0.3; + rays = pow(saturate(rays), 2.0); + + float depthFade = exp(-depth / _UnderwaterRaysFalloff); + float lookUpBoost = pow(viewToLight, 2.0); + + return lightColor * rays * depthFade * lookUpBoost * _UnderwaterRaysStrength; + } + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldTangent : TEXCOORD3; + float3 worldBitangent : TEXCOORD4; + float4 screenPos : TEXCOORD5; + float3 viewDir : TEXCOORD6; + float waveHeight : TEXCOORD7; + UNITY_FOG_COORDS(8) + }; + + float3 GerstnerWave(float4 wave, float3 p, inout float3 tangent, inout float3 binormal, float time) + { + float steepness = wave.z; + float wavelength = wave.w; + float k = 2.0 * UNITY_PI / wavelength; + float c = sqrt(9.8 / k); + float2 d = normalize(wave.xy); + float f = k * (dot(d, p.xz) - c * time); + float a = steepness / k; + + tangent += float3(-d.x * d.x * steepness * sin(f), d.x * steepness * cos(f), -d.x * d.y * steepness * sin(f)); + binormal += float3(-d.x * d.y * steepness * sin(f), d.y * steepness * cos(f), -d.y * d.y * steepness * sin(f)); + + return float3(d.x * a * cos(f), a * sin(f), d.y * a * cos(f)); + } + + float3 ApplyWaves(float3 positionOS, inout float3 normal, out float waveHeight) + { + float3 tangent = float3(1, 0, 0); + float3 binormal = float3(0, 0, 1); + float time = _Time.y * _WaveSpeed; + float3 scaledPos = positionOS * _OceanScale; + + float3 offset = float3(0, 0, 0); + offset += GerstnerWave(_WaveA, scaledPos, tangent, binormal, time * 0.8); + offset += GerstnerWave(_WaveB, scaledPos, tangent, binormal, time * 0.9); + offset += GerstnerWave(_WaveC, scaledPos, tangent, binormal, time); + offset += GerstnerWave(_WaveD, scaledPos, tangent, binormal, time * 1.1); + offset += GerstnerWave(_WaveE, scaledPos, tangent, binormal, time * 1.2); + offset += GerstnerWave(_WaveF, scaledPos, tangent, binormal, time * 1.4); + offset += GerstnerWave(_WaveG, scaledPos, tangent, binormal, time * 1.6); + offset += GerstnerWave(_WaveH, scaledPos, tangent, binormal, time * 1.8); + offset += GerstnerWave(_WaveI, scaledPos, tangent, binormal, time * 2.0); + offset += GerstnerWave(_WaveJ, scaledPos, tangent, binormal, time * 2.2); + offset += GerstnerWave(_WaveK, scaledPos, tangent, binormal, time * 2.5); + offset += GerstnerWave(_WaveL, scaledPos, tangent, binormal, time * 2.8); + + offset.y *= _WaveHeight; + offset.xz *= _Choppiness; + + normal = normalize(cross(binormal, tangent)); + waveHeight = offset.y; + return positionOS + offset; + } + + float3 FlowUVW(float2 uv, float2 flowVector, float time, float phaseOffset) + { + float progress = frac(time + phaseOffset); + float3 uvw; + uvw.xy = uv - flowVector * progress; + uvw.z = 1 - abs(1 - 2 * progress); + return uvw; + } + + v2f vert(appdata v) + { + v2f o; + + float3 waveNormal; + float waveHeight; + float3 posOS = ApplyWaves(v.vertex.xyz, waveNormal, waveHeight); + + o.worldPos = mul(unity_ObjectToWorld, float4(posOS, 1)).xyz; + o.pos = UnityWorldToClipPos(o.worldPos); + o.uv = v.uv; + o.screenPos = ComputeGrabScreenPos(o.pos); + o.worldNormal = UnityObjectToWorldNormal(waveNormal); + o.worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + o.worldBitangent = cross(o.worldNormal, o.worldTangent) * v.tangent.w; + o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos); + o.waveHeight = waveHeight; + UNITY_TRANSFER_FOG(o, o.pos); + return o; + } + + float4 frag(v2f i) : SV_Target + { + float time = _Time.y; + float2 screenUV = i.screenPos.xy / i.screenPos.w; + float3 viewDir = normalize(i.viewDir); + + // Flow + float2 flowVector = (tex2D(_FlowMap, i.worldPos.xz * _FlowMap_ST.xy).rg * 2 - 1) * _FlowStrength; + float flowTime = time * _FlowSpeed; + float3 uvwA = FlowUVW(i.worldPos.xz, flowVector, flowTime, 0); + float3 uvwB = FlowUVW(i.worldPos.xz, flowVector, flowTime, 0.5); + + // Normal maps + float2 normalUV1A = uvwA.xy * _NormalScale1 + time * _NormalSpeed1.xy; + float2 normalUV1B = uvwB.xy * _NormalScale1 + time * _NormalSpeed1.xy; + float2 normalUV2A = uvwA.xy * _NormalScale2 + time * _NormalSpeed2.xy; + float2 normalUV2B = uvwB.xy * _NormalScale2 + time * _NormalSpeed2.xy; + + float3 normal1A = UnpackScaleNormal(tex2D(_NormalMap1, normalUV1A), _NormalStrength); + float3 normal1B = UnpackScaleNormal(tex2D(_NormalMap1, normalUV1B), _NormalStrength); + float3 normal2A = UnpackScaleNormal(tex2D(_NormalMap2, normalUV2A), _NormalStrength * 0.5); + float3 normal2B = UnpackScaleNormal(tex2D(_NormalMap2, normalUV2B), _NormalStrength * 0.5); + + float3 normalTS1 = normal1A * uvwA.z + normal1B * uvwB.z; + float3 normalTS2 = normal2A * uvwA.z + normal2B * uvwB.z; + float3 normalTS = normalize(normalTS1 + normalTS2); + + float3x3 TBN = float3x3(i.worldTangent, i.worldBitangent, i.worldNormal); + float3 worldNormal = normalize(mul(normalTS, TBN)); + + // Add procedural surface ripples + float3 rippleNormal = CalculateSurfaceRipplesBuiltin(i.worldPos.xz, time); + worldNormal = normalize(worldNormal + float3(rippleNormal.x, 0, rippleNormal.z)); + + // Depth + float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV); + float linearDepth = LinearEyeDepth(depth); + float surfaceDepth = i.screenPos.w; + float depthDifference = linearDepth - surfaceDepth; + float depthFactor = saturate(depthDifference / _DepthMaxDistance); + + // Water color + float4 waterColor = lerp(_ShallowColor, _DeepColor, pow(depthFactor, _DepthStrength)); + float horizonFactor = pow(1 - saturate(dot(viewDir, float3(0, 1, 0))), 3); + waterColor = lerp(waterColor, _HorizonColor, horizonFactor * 0.5); + + // Refraction with depth-based scaling + float2 refractionOffset = worldNormal.xz * _RefractionStrength * saturate(depthDifference); + float3 refractionColor = tex2D(_GrabTexture, screenUV + refractionOffset).rgb; + + // Beer-Lambert absorption + float absorptionFactor = exp(-depthDifference * _AbsorptionStrength / _ClarityDistance); + float3 absorptionTint = lerp(_AbsorptionColor.rgb, float3(1,1,1), absorptionFactor); + float fogFactor = 1.0 - exp(-depthDifference * _UnderwaterFogDensity); + refractionColor = refractionColor * absorptionTint; + refractionColor = lerp(refractionColor, _DeepColor.rgb * 0.5, fogFactor); + + // Caustics + float causticsTime = _Time.y * _CausticsSpeed; + float2 causticsDistort = worldNormal.xz * _CausticsDistortion; + float2 causticsUV1 = i.worldPos.xz * _CausticsScale + causticsDistort + causticsTime * float2(0.4, 0.25); + float2 causticsUV2 = i.worldPos.xz * _CausticsScale * 1.4 - causticsDistort * 0.7 - causticsTime * float2(0.3, 0.35); + float c1 = tex2D(_CausticsTexture, causticsUV1).r; + float c2 = tex2D(_CausticsTexture, causticsUV2).r; + float causticsIntensity = min(c1, c2); + causticsIntensity = pow(causticsIntensity, 1.8) * 2.5; + float causticsDepthFade = saturate(1.0 - depthDifference / _CausticsDepth); + causticsDepthFade *= causticsDepthFade; + float3 caustics = causticsIntensity * causticsDepthFade * _CausticsStrength; + refractionColor += caustics; + + // Underwater light rays (God Rays) + float3 lightDirForRays = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColorForRays = _LightColor0.rgb; + float3 underwaterRays = CalculateUnderwaterRaysBuiltin(i.worldPos.xz, depthDifference, viewDir, lightDirForRays, lightColorForRays); + refractionColor += underwaterRays; + + // Fresnel + float fresnel = _FresnelBias + (1 - _FresnelBias) * pow(1 - saturate(dot(viewDir, worldNormal)), _FresnelPower); + + // Reflection (cubemap) + float3 reflectDir = reflect(-viewDir, worldNormal); + float3 reflectionColor = texCUBE(_CubeMap, reflectDir).rgb; + + // Lighting + float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); + float3 rawLightColor = _LightColor0.rgb; + + // Strongly normalize light color to prevent over-saturation + float lightLuminance = dot(rawLightColor, float3(0.299, 0.587, 0.114)); + float3 normalizedLightColor = rawLightColor / max(lightLuminance, 0.001); + float3 lightColor = lerp(float3(1,1,1), normalizedLightColor, 0.3) * min(lightLuminance, 1.2); + + // SSS + float3 sss = float3(0, 0, 0); + #if defined(_SSS_ON) + float3 H = normalize(lightDir + worldNormal * _SSSDistortion); + float VdotH = pow(saturate(dot(viewDir, -H)), _SSSPower); + sss = _SSSColor.rgb * VdotH * _SSSStrength * lightColor; + #endif + + // === PHYSICS-BASED WATER SPECULAR (Genshin-style) === + float3 specularColor = CalculateWaterSpecularBuiltin( + worldNormal, + viewDir, + lightDir, + lightColor, + i.worldTangent, + i.worldBitangent, + i.worldPos.xz, + i.waveHeight, + time + ); + + // Shore foam - multi-layer + float shoreFoam = 0; + if (depthDifference < _FoamDistance) + { + float foamTime = time * _FoamSpeed; + float2 foamUV1 = i.worldPos.xz * _FoamNoiseScale + foamTime * float2(0.1, 0.05); + float2 foamUV2 = i.worldPos.xz * _FoamNoiseScale * 2.3 + foamTime * float2(-0.08, 0.12); + float foamNoise1 = tex2D(_FoamTexture, foamUV1).r; + float foamNoise2 = tex2D(_FoamTexture, foamUV2).r; + float foamNoise = foamNoise1 * 0.6 + foamNoise2 * 0.4; + float foamFactor = 1 - saturate(depthDifference / _FoamDistance); + foamFactor = pow(foamFactor, 0.7); + shoreFoam = saturate((foamNoise - (1 - foamFactor)) * _FoamSharpness); + } + + // Wave crest foam + float waveFoam = 0; + #if defined(_WAVE_FOAM_ON) + float waveHeightNorm = saturate(i.waveHeight * 2 + 0.5); + float foamMask = smoothstep(_WaveFoamThreshold - _WaveFoamSoftness, _WaveFoamThreshold + _WaveFoamSoftness, waveHeightNorm); + if (foamMask > 0.001) + { + float foamTime = time * _FoamSpeed * 0.5; + float2 waveMotion = float2(sin(time * 0.3), cos(time * 0.2)) * 0.5; + float2 foamUV1 = i.worldPos.xz * _FoamNoiseScale * 0.3 + waveMotion + foamTime * float2(0.1, 0.08); + float2 foamUV2 = i.worldPos.xz * _FoamNoiseScale * 0.7 - waveMotion * 0.5; + float foamNoise1 = tex2D(_FoamTexture, foamUV1).r; + float foamNoise2 = tex2D(_FoamTexture, foamUV2).r; + float foamNoise = foamNoise1 * foamNoise2 * 2.0; + waveFoam = saturate(foamNoise) * foamMask; + } + #endif + + float totalFoam = saturate(shoreFoam + waveFoam * 0.8); + + // Enhanced transparency blending + float transparencyFactor = saturate(depthDifference / _TransparencyDepth); + transparencyFactor = pow(transparencyFactor, 0.6); + + // Blend between clear (refracted) and tinted water based on depth + float3 finalColor = lerp(refractionColor, waterColor.rgb, transparencyFactor * waterColor.a); + + finalColor = lerp(finalColor, reflectionColor, fresnel * _ReflectionStrength); + finalColor += sss * 0.5; + finalColor += specularColor; + finalColor = lerp(finalColor, _FoamColor.rgb, totalFoam); + + UNITY_APPLY_FOG(i.fogCoord, finalColor); + + // Alpha: more transparent in shallow, opaque in deep + float alpha = saturate(transparencyFactor * 0.7 + fresnel * 0.3 + totalFoam); + alpha = max(alpha, 0.1); + return float4(finalColor, alpha); + } + ENDCG + } + } + + // ==================== HDRP ==================== + // NOTE: For HDRP, use Unity's official Water System instead. + // It provides FFT-based waves, built-in buoyancy, and proper HDRP integration. + // See: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/WaterSystem.html + // + // This shader supports URP and Built-in pipelines only. + + FallBack "Gentix/Water" +} diff --git a/Shaders/Water/GentixWaterPro.shader.meta b/Shaders/Water/GentixWaterPro.shader.meta new file mode 100644 index 0000000..b408aff --- /dev/null +++ b/Shaders/Water/GentixWaterPro.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1310fcc8eeee9473aab068335ceacef6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 336030 + packageName: Synaptic AI Pro - Natural Language Control for Unity + packageVersion: 1.2.26 + assetPath: Assets/Synaptic AI Pro/Shaders/Water/SynapticWaterPro.shader + uploadId: 943096 diff --git a/package.json b/package.json new file mode 100644 index 0000000..376032d --- /dev/null +++ b/package.json @@ -0,0 +1,30 @@ +{ + "name": "com.gentix.runtime", + "version": "1.0.24", + "displayName": "Gentix Runtime", + "description": "Gentix AI-powered Unity development toolkit. Connects Unity Editor to agent.genfoxy.com for real-time MCP tool execution, script editing, and asset management.", + "unity": "2022.3", + "unityRelease": "0f1", + "documentationUrl": "https://agent.genfoxy.com/docs", + "changelogUrl": "https://agent.genfoxy.com/changelog", + "licensesUrl": "https://agent.genfoxy.com/license", + "dependencies": { + + }, + "keywords": [ + "ai", + "mcp", + "agent", + "genfoxy", + "unity", + "editor", + "automation" + ], + "author": { + "name": "GenFoxy", + "email": "support@genfoxy.com", + "url": "https://agent.genfoxy.com" + }, + "type": "tool", + "hideInEditor": false +} diff --git a/package.json.meta b/package.json.meta new file mode 100644 index 0000000..be120bf --- /dev/null +++ b/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: