Restructured for new direction.

This commit is contained in:
2026-05-12 12:01:09 +01:00
parent 0439b6c1d2
commit c203f836b1
1134 changed files with 125569 additions and 213519 deletions

View File

@@ -0,0 +1,222 @@
Shader "BriarQueen/UI/Fog Reveal Haar"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_FogAmount ("Fog Amount", Range(0, 1)) = 0
_FogColor ("Fog Color", Color) = (0.18, 0.20, 0.26, 1)
_FogIntensity ("Fog Intensity", Range(0, 1)) = 0.95
_EdgeSoftness ("Edge Softness", Range(0.05, 1.0)) = 0.55
_NoiseScale ("Noise Scale", Range(1, 20)) = 5
_DriftSpeed ("Drift Speed", Range(0, 0.5)) = 0.04
_DensityVariation ("Density Variation", Range(0, 1)) = 0.28
_AspectRatio ("Aspect Ratio", Float) = 1.777
[Toggle] _FogMotion ("Fog Motion", Float) = 1
[Toggle] _UseSprite ("Use Sprite", Float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
fixed4 _FogColor;
float _FogAmount;
float _FogIntensity;
float _EdgeSoftness;
float _NoiseScale;
float _DriftSpeed;
float _DensityVariation;
float _AspectRatio;
float _FogMotion;
float _UseSprite;
// ── Noise ─────────────────────────────────────────────────
float2 Hash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)),
dot(p, float2(269.5, 183.3)));
return -1.0 + 2.0 * frac(sin(p) * 43758.5453);
}
float GradientNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
return lerp(
lerp(dot(Hash22(i + float2(0, 0)), f - float2(0, 0)),
dot(Hash22(i + float2(1, 0)), f - float2(1, 0)), u.x),
lerp(dot(Hash22(i + float2(0, 1)), f - float2(0, 1)),
dot(Hash22(i + float2(1, 1)), f - float2(1, 1)), u.x),
u.y);
}
float HaarFBM(float2 uv, float2 drift)
{
float2 p = uv * _NoiseScale;
float2 uvA = p + drift;
float n = GradientNoise(uvA) * 0.500;
n += GradientNoise(uvA * 2.01 + 3.7) * 0.250;
n += GradientNoise(uvA * 4.03 + 7.3) * 0.125;
n += GradientNoise(uvA * 8.07 + 1.9) * 0.063;
float2 uvB = p + drift * float2(0.7, -0.4) + float2(17.3, 5.8);
float m = GradientNoise(uvB) * 0.500;
m += GradientNoise(uvB * 2.05 + 9.1) * 0.250;
m += GradientNoise(uvB * 4.11 + 2.6) * 0.125;
float combined = lerp(n, m, 0.4);
return saturate(combined * 0.5 + 0.5);
}
// ── Vertex ────────────────────────────────────────────────
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
// ── Fragment ──────────────────────────────────────────────
fixed4 Frag(Varyings input) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
float clipAlpha = UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#else
float clipAlpha = 1.0;
#endif
fixed4 texColor = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
float2 centredUv = input.uv - 0.5;
centredUv.x *= _AspectRatio;
float dist = length(centredUv) * 2.0;
float2 drift = _FogMotion > 0.5
? float2(_Time.y * _DriftSpeed, _Time.y * _DriftSpeed * 0.3)
: float2(0.0, 0.0);
float fogNoise = HaarFBM(input.uv, drift);
float noiseBias = (fogNoise - 0.5) * _EdgeSoftness * 2.5;
float softEdge = _EdgeSoftness * 0.8;
float threshold = lerp(-_EdgeSoftness * 2.0, 2.5, _FogAmount);
float fogMask = 1.0 - smoothstep(
threshold - softEdge + noiseBias,
threshold + softEdge + noiseBias,
dist
);
fogMask = saturate(fogMask);
fixed4 result;
if (_UseSprite > 0.5)
{
// Sprite mode — fog mask directly gates the sprite's alpha
// Pixels outside the fog are fully transparent
// Pixels inside the fog draw the sprite normally
// The fog edge produces a soft natural reveal with noise
result.rgb = texColor.rgb;
result.a = texColor.a * fogMask * clipAlpha;
}
else
{
// Transparent mode — purely procedural fog colour
float density = 1.0 - fogNoise * _DensityVariation;
result.rgb = _FogColor.rgb * density;
result.a = fogMask * _FogIntensity * clipAlpha;
}
#ifdef UNITY_UI_ALPHACLIP
clip(result.a - 0.001);
#endif
return result;
}
ENDCG
}
}
}