Danro/Assets/Shaders/CartoonFire.shader
Danil Iarosh 150f84decd
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Make fire shader more cartoonish like the reference
- Создан URP HLSL шейдер CartoonFire.shader с процедурным FBM-шумом искажения и 3-ступенчатой постеризацией цветов (красный/оранжевый/желтый).
- Создан редакторский скрипт ApplyCartoonFireShader.cs для быстрого переключения материала.
- Материал Fire_Material.mat обновлен и переведен на новый мультяшный шейдер с настроенными параметрами.
2026-08-06 13:54:29 +03:00

173 lines
5.5 KiB
GLSL

Shader "Custom/CartoonFire"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Main Color (Multiplier)", Color) = (1,1,1,1)
[HDR] _ColorOuter ("Outer Color (Red)", Color) = (1.5, 0.2, 0.1, 1)
[HDR] _ColorMid ("Mid Color (Orange)", Color) = (1.8, 0.55, 0.0, 1)
[HDR] _ColorInner ("Inner Color (Yellow)", Color) = (2.2, 0.95, 0.15, 1)
_Speed ("Scroll Speed (XY)", Vector) = (0.0, -1.8, 0.0, 0.0)
_DistortStrength ("Distort Strength", Range(0, 0.5)) = 0.08
_ThresholdOuter ("Threshold Outer", Range(0, 1)) = 0.15
_ThresholdMid ("Threshold Mid", Range(0, 1)) = 0.38
_ThresholdInner ("Threshold Inner", Range(0, 1)) = 0.58
_NoiseScale ("Noise Scale", Range(1, 50)) = 15.0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
"RenderPipeline" = "UniversalPipeline"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "SpriteUnlit"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
float4 _ColorOuter;
float4 _ColorMid;
float4 _ColorInner;
float4 _Speed;
float _DistortStrength;
float _ThresholdOuter;
float _ThresholdMid;
float _ThresholdInner;
float _NoiseScale;
CBUFFER_END
// Procedural noise functions
float hash(float2 p)
{
p = frac(p * float2(123.34, 456.21));
p += dot(p, p + 45.32);
return frac(p.x * p.y);
}
float noise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
float2 u = f * f * (3.0 - 2.0 * f);
return lerp(lerp(hash(i + float2(0.0,0.0)), hash(i + float2(1.0,0.0)), u.x),
lerp(hash(i + float2(0.0,1.0)), hash(i + float2(1.0,1.0)), u.x), u.y);
}
float fbm(float2 p)
{
float v = 0.0;
float a = 0.5;
float2 shift = float2(100.0, 100.0);
float2x2 rot = float2x2(0.8, 0.6, -0.6, 0.8);
for (int i = 0; i < 4; ++i) {
v += a * noise(p);
p = mul(rot, p) * 2.0 + shift;
a *= 0.5;
}
return v;
}
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
output.color = input.color;
return output;
}
float4 frag(Varyings input) : SV_Target
{
// Calculate moving noise coordinates
float2 noiseUV = input.uv * _NoiseScale + _Speed.xy * _Time.y;
float n = fbm(noiseUV);
// Distort the UV coordinates
float2 distortedUV = input.uv + float2(n - 0.5, n - 0.5) * _DistortStrength;
// Sample the main sprite texture
float4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, distortedUV);
// Base value is derived from texture transparency and color
float value = mainTex.a;
// Fade out at the top of the sprite (vertical gradient)
value *= saturate(1.15 - input.uv.y);
// Combine with noise value
value = saturate(value * 0.3 + value * n * 0.7);
// Toon stepping (thresholds)
float stepOuter = step(_ThresholdOuter, value);
float stepMid = step(_ThresholdMid, value);
float stepInner = step(_ThresholdInner, value);
// Select color based on steps
float4 fireColor = float4(0, 0, 0, 0);
if (stepInner > 0.5)
{
fireColor = _ColorInner;
}
else if (stepMid > 0.5)
{
fireColor = _ColorMid;
}
else if (stepOuter > 0.5)
{
fireColor = _ColorOuter;
}
// Final alpha is gated by the outer step
fireColor.a *= stepOuter;
// Modulate by sprite / particle vertex color
fireColor *= input.color * _Color;
return fireColor;
}
ENDHLSL
}
}
}