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Shader "Mochi/Snow" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (0.5,0.8,1,1) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" "LightMode"="ForwardBase" "DisableBatching"="True" } | |
LOD 100 | |
Blend SrcAlpha One | |
ZWrite Off | |
Cull Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma geometry geom | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
}; | |
appdata vert (appdata v) { | |
return v; | |
} | |
float rand(float2 co){ | |
return frac(sin(dot(co.xy, float2(12.9898,78.233))) * 43758.5453); | |
} | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float3 worldPos : TEXCOORD1; | |
float3 color : TEXCOORD2; | |
float4 projPos : TEXCOORD3; | |
}; | |
float noise(float i, float t) { | |
float ut = floor(t), ft = frac(t); | |
float v0 = rand(float2(i,ut+0)); | |
float v1 = rand(float2(i,ut+1)); | |
return lerp(v0,v1,smoothstep(0,1,ft)); | |
} | |
float4 _Color; | |
sampler2D _CameraDepthTexture; | |
[maxvertexcount(4)] | |
void geom (point appdata IN[1], inout TriangleStream<v2f> stream) { | |
int ix = IN[0].vertex.x; | |
v2f o; | |
float2 uvs[4] = { float2(-1,-1), float2(-1,1), float2(1,-1), float2(1,1) }; | |
float2 seed = float2(ix/1000.0, 0); | |
float3 rep = 40; | |
float3 rs = float3(rand(seed+0), rand(seed+1), rand(seed+2)); | |
float3 center = rs * rep; | |
float t = _Time.y; | |
// Fall animation | |
center.y -= t * rep.y / 80 + noise(seed.x+0, t/4 + rs.x) * 0.1; | |
center.x += noise(seed.x+1, t/2 + rs.z) * 0.1; | |
center.z += noise(seed.x+2, t/2 + rs.y) * 0.1; | |
// Move to camera position (like repetition) | |
center += rep / 2 - _WorldSpaceCameraPos; | |
center -= floor(center/rep) * rep; | |
center -= rep / 2 - _WorldSpaceCameraPos; | |
float size = 0.02 * lerp(0.5, 5, pow(rand(seed+3),4)); | |
size *= smoothstep(1, 0.5, distance(_WorldSpaceCameraPos, center)/rep*2); | |
// Polygon coordinates | |
float3 normal = normalize(center - _WorldSpaceCameraPos); | |
float3 tangent = normalize(mul(transpose((float3x3)UNITY_MATRIX_V), float3(1,0,0))); | |
float3 binormal = normalize(cross(tangent, normal)); | |
tangent = cross(normal, binormal); | |
for(int i=0;i<4;i++) { | |
o.worldPos = center + (uvs[i].x * binormal + uvs[i].y * tangent) * size; | |
o.vertex = mul(UNITY_MATRIX_VP, float4(o.worldPos, 1)); | |
o.uv = uvs[i]; | |
o.projPos = ComputeScreenPos(o.vertex); | |
o.projPos.z = - o.vertex.z; | |
o.color = lerp(_Color.xyz, float3(1,1,1), rand(seed+4)); | |
stream.Append(o); | |
} | |
stream.RestartStrip(); | |
} | |
float4 frag (v2f i) : SV_Target | |
{ | |
float d = length(i.uv); | |
clip(1-d); | |
float3 color = i.color; | |
color *= lerp(float3(1,1,1), float3(0.5,0.7,1), i.uv.x); // Constant gradation | |
// Soft particle | |
float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos); | |
float3 forward = normalize(mul(transpose((float3x3)UNITY_MATRIX_V), float3(0,0,-1))); | |
float3 eyeViewDir = viewDir / dot(viewDir, forward); | |
float eyeDepth = LinearEyeDepth(tex2D(_CameraDepthTexture, i.projPos.xy / i.projPos.w)); | |
float3 collision = _WorldSpaceCameraPos + eyeViewDir * eyeDepth; | |
float depth = distance(collision, i.worldPos); | |
float alpha = smoothstep(1,0.2,d) * smoothstep(0,1,depth); | |
// Fade out if too near to the camera | |
float worldDist = distance(i.worldPos, _WorldSpaceCameraPos); | |
alpha *= smoothstep(0.1, 0.2, worldDist); | |
return float4(color, alpha); | |
} | |
ENDCG | |
} | |
} | |
} |
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