StarCalcNearby.shader 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102
  1. // Sky Studio
  2. // Author: Jason Ederle
  3. Shader "Hidden/Funly/Sky Studio/Computation/StarCalcNearby"
  4. {
  5. Properties
  6. {
  7. _MainTex("Main Texture", 2D) = "black" {}
  8. _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
  9. }
  10. SubShader
  11. {
  12. Tags{"RenderType" = "Opaque"}
  13. LOD 100
  14. Cull Off
  15. Pass
  16. {
  17. CGPROGRAM
  18. #pragma target 2.0
  19. #pragma vertex vert
  20. #pragma fragment frag
  21. #include "UnityCG.cginc"
  22. #include "SkyMathUtilities.cginc"
  23. #include "StarCalcUtility.cginc"
  24. struct appdata
  25. {
  26. float4 vertex : POSITION;
  27. float2 uv : TEXCOORD0;
  28. };
  29. struct v2f
  30. {
  31. float2 uv : TEXCOORD0;
  32. float4 vertex : SV_POSITION;
  33. };
  34. sampler2D _MainTex;
  35. float4 _Color;
  36. int _NumStarPoints;
  37. float4 _RandomSeed;
  38. int _TextureSize;
  39. v2f vert(appdata v)
  40. {
  41. v2f o;
  42. o.vertex = UnityObjectToClipPos(v.vertex);
  43. o.uv = v.uv;
  44. return o;
  45. }
  46. // Get position of the closest star point.
  47. float4 GetClosestStarPointToUV(float2 uv)
  48. {
  49. float3 closestStarPoint = float3(1, 0, 0);
  50. float2 fragSphericalCoord = ConvertUVToSphericalCoordinate(uv);
  51. float3 fragPoint = SphericalCoordinateToDirection(fragSphericalCoord);
  52. float shortestDistance = 0;
  53. float texelWidth = 1.0f / (float)_TextureSize;
  54. float halfTexel = texelWidth / 2.0f;
  55. for (int i = 0; i < _NumStarPoints; i++)
  56. {
  57. float2 starUV = float2((texelWidth * i) + halfTexel, halfTexel);
  58. float3 randomStarPoint = tex2D(_MainTex, starUV).rgb;
  59. float currentStarDistance = distance(randomStarPoint, fragPoint);
  60. if (i == 0 || currentStarDistance < shortestDistance)
  61. {
  62. closestStarPoint = randomStarPoint;
  63. shortestDistance = currentStarDistance;
  64. }
  65. }
  66. float starNoise = RangedRandom(_RandomSeed.xy * closestStarPoint.xy * .98347f, .2f, .8f);
  67. return float4(closestStarPoint.xyz, starNoise);
  68. }
  69. float4 frag(v2f i) : SV_Target
  70. {
  71. float2 uv = GetPixelCeneteredUV(i.uv, _TextureSize);
  72. float4 starPosition = GetClosestStarPointToUV(uv);
  73. float2 sphericalCoord = DirectionToSphericalCoordinate(starPosition.xyz);
  74. float2 percents = ConvertSphericalCoordinateToPercentage(sphericalCoord);
  75. float4 starData = float4(
  76. percents.x, // Azimuth rotation percent.
  77. percents.y, // Altitude rotation percent.
  78. starPosition.w, // Noise.
  79. 1.0f); // Unused.
  80. return starData;
  81. }
  82. ENDCG
  83. }
  84. }
  85. }