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|||||||
|
//Star Nest algorithm by Pablo Román Andrioli |
||||||
|
//Unity 5.x shader by Jonathan Cohen |
||||||
|
//This content is under the MIT License. |
||||||
|
// |
||||||
|
//Original Shader: |
||||||
|
//https://www.shadertoy.com/view/XlfGRj |
||||||
|
// |
||||||
|
//This shader uses the same algorithm in 3d space to render a skybox. |
||||||
|
|
||||||
|
Shader "FX/Galaxy" { |
||||||
|
Properties { |
||||||
|
_MainTex ("Texture Sampler (UV Only)", 2D) = "grey" {} |
||||||
|
|
||||||
|
|
||||||
|
//2D: Zoom level |
||||||
|
_Zoom ("Zoom", Float) = 800 |
||||||
|
|
||||||
|
_Color ("Main Color", Color) = (1,1,1,1) |
||||||
|
|
||||||
|
[Toggle(CLAMPOUT)] _CLAMPOUT("Clamp Output with Main Color", Float) = 0 |
||||||
|
|
||||||
|
//Scrolls in this direction over time. Set 'w' to zero to stop scrolling. |
||||||
|
_Scroll ("Scrolling direction (x,y,z) * w * time", Vector) = (3, 1, .6, .01) |
||||||
|
|
||||||
|
//Center position in space and time. |
||||||
|
_Center ("Center Position (x, y, z, time)", Vector) = (1, .3, .5, 0) |
||||||
|
|
||||||
|
//Rotation angles |
||||||
|
_Rotation ("Rotation (x,y,z)*w angles", Vector) = (35, 25, 75, .1) |
||||||
|
|
||||||
|
//Iterations of inner loop. |
||||||
|
//The higher this is, the more distant objects get rendered. |
||||||
|
_Iterations ("Iterations", Range(1, 30)) = 17 |
||||||
|
|
||||||
|
//Volumetric rendering steps. Each 'step' renders more objects at all distances. |
||||||
|
//This has a higher performance hit than iterations. |
||||||
|
_Volsteps ("Volumetric Steps", Range(1,40)) = 20 |
||||||
|
|
||||||
|
//Magic number. Best values are around 400-600. |
||||||
|
_Formuparam ("Formuparam", Float) = 530 |
||||||
|
|
||||||
|
//How much farther each volumestep goes |
||||||
|
_StepSize ("Step Size", Float) = 130 |
||||||
|
|
||||||
|
//Fractal repeating rate |
||||||
|
//Low numbers are busy and give lots of repititio |
||||||
|
//High numbers are very sparce |
||||||
|
_Tile ("Tile", Float) = 700 |
||||||
|
|
||||||
|
//Brightness scale. |
||||||
|
_Brightness ("Brightness", Float) = 2 |
||||||
|
//Abundance of Dark matter (in the distance). |
||||||
|
//Visible with Volsteps >= 8 (at 7 its really, really hard to see) |
||||||
|
_Darkmatter ("Dark Matter", Float) = 25 |
||||||
|
//Brightness of distant objects (or dim) are distant objects |
||||||
|
//Ironically, Also affets brightness of 'darkmatter' |
||||||
|
_Distfading ("Distance Fading", Float) = 68 |
||||||
|
//How much color is present? |
||||||
|
_Saturation ("Saturation", Float) = 85 |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
SubShader { |
||||||
|
Tags { "Queue"="Geometry" "RenderType"="Opaque" } |
||||||
|
Cull Off |
||||||
|
|
||||||
|
|
||||||
|
CGPROGRAM |
||||||
|
|
||||||
|
|
||||||
|
#pragma surface surf Lambert |
||||||
|
#pragma multi_compile __ CLAMPOUT |
||||||
|
#include "UnityCG.cginc" |
||||||
|
|
||||||
|
fixed4 _Color; |
||||||
|
|
||||||
|
int _Volsteps; |
||||||
|
int _Iterations; |
||||||
|
sampler2D _MainTex; |
||||||
|
|
||||||
|
float4 _Scroll; |
||||||
|
float4 _Center; |
||||||
|
float _CamScroll; |
||||||
|
float4 _Rotation; |
||||||
|
|
||||||
|
float _Formuparam; |
||||||
|
float _StepSize; |
||||||
|
|
||||||
|
float _Zoom; |
||||||
|
|
||||||
|
float _Tile; |
||||||
|
|
||||||
|
float _Brightness; |
||||||
|
float _Darkmatter; |
||||||
|
float _Distfading; |
||||||
|
float _Saturation; |
||||||
|
|
||||||
|
struct Input { |
||||||
|
float2 uv_MainTex; |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void surf (Input IN, inout SurfaceOutput o) { |
||||||
|
half3 col = half3(0, 0, 0); |
||||||
|
float zoom = _Zoom / 1000; |
||||||
|
float2 uv = IN.uv_MainTex; |
||||||
|
uv -= .5; |
||||||
|
|
||||||
|
half3 dir = float3(uv * zoom, 1); |
||||||
|
|
||||||
|
float time = _Center.w + _Time.x; |
||||||
|
|
||||||
|
//Un-scale parameters (source parameters for these are mostly in 0...1 range) |
||||||
|
//Scaling them up makes it much easier to fine-tune shader in the inspector. |
||||||
|
float brightness = _Brightness / 1000; |
||||||
|
float stepSize = _StepSize / 1000; |
||||||
|
float3 tile = abs(float3(_Tile, _Tile, _Tile)) / 1000; |
||||||
|
float formparam = _Formuparam / 1000; |
||||||
|
|
||||||
|
float darkmatter = _Darkmatter / 100; |
||||||
|
float distFade = _Distfading / 100; |
||||||
|
|
||||||
|
float3 from = _Center.xyz; |
||||||
|
|
||||||
|
//scroll over time |
||||||
|
from += _Scroll.xyz * _Scroll.w * time; |
||||||
|
//scroll from camera position |
||||||
|
//from += _WorldSpaceCameraPos * _CamScroll * .00001; |
||||||
|
|
||||||
|
|
||||||
|
//Apply rotation if enabled |
||||||
|
float3 rot = _Rotation.xyz * _Rotation.w; |
||||||
|
if (length(rot) > 0) { |
||||||
|
float2x2 rx = float2x2(cos(rot.x), sin(rot.x), -sin(rot.x), cos(rot.x)); |
||||||
|
float2x2 ry = float2x2(cos(rot.y), sin(rot.y), -sin(rot.y), cos(rot.y)); |
||||||
|
float2x2 rz = float2x2(cos(rot.z), sin(rot.z), -sin(rot.z), cos(rot.z)); |
||||||
|
|
||||||
|
dir.xy = mul(rz, dir.xy); |
||||||
|
dir.xz = mul(ry, dir.xz); |
||||||
|
dir.yz = mul(rx, dir.yz); |
||||||
|
from.xy = mul(rz, from.xy); |
||||||
|
from.xz = mul(ry, from.xz); |
||||||
|
from.yz = mul(rx, from.yz); |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
//volumetric rendering |
||||||
|
float s = 0.1, fade = 1.0; |
||||||
|
float3 v = float3(0, 0, 0); |
||||||
|
for (int r = 0; r < _Volsteps; r++) { |
||||||
|
float3 p = abs(from + s * dir * .5); |
||||||
|
|
||||||
|
p = abs(float3(tile - fmod(p, tile*2))); |
||||||
|
float pa,a = pa = 0.; |
||||||
|
for (int i = 0; i < _Iterations; i++) { |
||||||
|
p = abs(p) / dot(p, p) - formparam; |
||||||
|
a += abs(length(p) - pa); |
||||||
|
pa = length(p); |
||||||
|
} |
||||||
|
//Dark matter |
||||||
|
float dm = max(0., darkmatter - a * a * .001); |
||||||
|
if (r > 6) { fade *= 1. - dm; } // Render distant darkmatter |
||||||
|
a *= a * a; //add contrast |
||||||
|
|
||||||
|
v += fade; |
||||||
|
|
||||||
|
// coloring based on distance |
||||||
|
v += float3(s, s*s, s*s*s*s) * a * brightness * fade; |
||||||
|
|
||||||
|
// distance fading |
||||||
|
fade *= distFade; |
||||||
|
s += stepSize; |
||||||
|
} |
||||||
|
|
||||||
|
float len = length(v); |
||||||
|
//Quick color saturate |
||||||
|
v = lerp(float3(len, len, len), v, _Saturation / 100); |
||||||
|
v.xyz *= _Color.xyz * .01; |
||||||
|
|
||||||
|
#ifdef CLAMPOUT |
||||||
|
v = clamp(v, float3(0,0,0), _Color.xyz); |
||||||
|
#endif |
||||||
|
o.Emission = float3(v * .01); |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
ENDCG |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
Fallback Off |
||||||
|
} |
@ -0,0 +1,9 @@ |
|||||||
|
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|
guid: f1d12ddbfb576f44d8bd9396906bcc7b |
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|
timeCreated: 1505446256 |
||||||
|
licenseType: Free |
||||||
|
ShaderImporter: |
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|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
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|
assetBundleVariant: |
@ -0,0 +1,34 @@ |
|||||||
|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
||||||
|
using UnityEngine; |
||||||
|
|
||||||
|
public class SpawnManager : MonoBehaviour |
||||||
|
{ |
||||||
|
[SerializeField] |
||||||
|
private GameObject enemyPrefab; |
||||||
|
[SerializeField] |
||||||
|
private GameObject enemyContainer; |
||||||
|
|
||||||
|
private bool stopSpawning = false; |
||||||
|
|
||||||
|
void Start() |
||||||
|
{ |
||||||
|
StartCoroutine(SpawnRoutine()); |
||||||
|
} |
||||||
|
|
||||||
|
IEnumerator SpawnRoutine() |
||||||
|
{ |
||||||
|
while (!stopSpawning) |
||||||
|
{ |
||||||
|
Vector3 posToSpawn = new Vector3(Random.Range(-8f, 8f), 7, 0); |
||||||
|
GameObject newEnemy = Instantiate(enemyPrefab, posToSpawn, Quaternion.identity); |
||||||
|
//newEnemy.transform.parent.SetParent(enemyContainer.transform); |
||||||
|
yield return new WaitForSeconds(5.0f); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public void OnPlayerDeath() |
||||||
|
{ |
||||||
|
stopSpawning = true; |
||||||
|
} |
||||||
|
} |
@ -0,0 +1,11 @@ |
|||||||
|
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|
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|
MonoImporter: |
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|
externalObjects: {} |
||||||
|
serializedVersion: 2 |
||||||
|
defaultReferences: [] |
||||||
|
executionOrder: 0 |
||||||
|
icon: {instanceID: 0} |
||||||
|
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|
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|
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|
folderAsset: yes |
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|
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|
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|
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|
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|
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|
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|
externalObjects: {} |
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|
serializedVersion: 12 |
||||||
|
mipmaps: |
||||||
|
mipMapMode: 0 |
||||||
|
enableMipMap: 0 |
||||||
|
sRGBTexture: 1 |
||||||
|
linearTexture: 0 |
||||||
|
fadeOut: 0 |
||||||
|
borderMipMap: 0 |
||||||
|
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: |
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|
serializedVersion: 2 |
||||||
|
filterMode: 1 |
||||||
|
aniso: 1 |
||||||
|
mipBias: 0 |
||||||
|
wrapU: 1 |
||||||
|
wrapV: 1 |
||||||
|
wrapW: 1 |
||||||
|
nPOTScale: 0 |
||||||
|
lightmap: 0 |
||||||
|
compressionQuality: 50 |
||||||
|
spriteMode: 1 |
||||||
|
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: 1 |
||||||
|
spriteTessellationDetail: -1 |
||||||
|
textureType: 8 |
||||||
|
textureShape: 1 |
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|
singleChannelComponent: 0 |
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|
flipbookRows: 1 |
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|
flipbookColumns: 1 |
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|
maxTextureSizeSet: 0 |
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compressionQualitySet: 0 |
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textureFormatSet: 0 |
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ignorePngGamma: 0 |
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|
applyGammaDecoding: 1 |
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|
swizzle: 50462976 |
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|
cookieLightType: 1 |
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|
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: 1 |
||||||
|
- serializedVersion: 3 |
||||||
|
buildTarget: Standalone |
||||||
|
maxTextureSize: 2048 |
||||||
|
resizeAlgorithm: 0 |
||||||
|
textureFormat: -1 |
||||||
|
textureCompression: 1 |
||||||
|
compressionQuality: 50 |
||||||
|
crunchedCompression: 0 |
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|
allowsAlphaSplitting: 0 |
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