wip : Cleaning not used & liminal spaces integration

This commit is contained in:
2026-05-20 16:22:50 +01:00
parent 22de4c8667
commit 7ee8179b0b
109 changed files with 31 additions and 2439 deletions
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{
Properties
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[Header(Global)]
_Weight ("Global Weight", Range(0, 1)) = 0.0
[Header(Distortion)]
_Intensity ("Distortion Intensity", Range(0, 0.05)) = 0.02
_Speed ("Distortion Speed", Range(0, 5)) = 1.0
_Scale ("Noise Scale", Range(0, 20)) = 6.0
[Header(Heat Blur)]
_BlurAmount ("Blur Amount", Range(0, 1)) = 0.6
_BlurSamples ("Blur Sample Spread", Range(0, 0.02)) = 0.005
[Header(Heat Color)]
_HeatTint ("Heat Tint Color", Color) = (1.0, 0.45, 0.1, 1)
_HeatTintStrength ("Tint Strength", Range(0, 1)) = 0.4
[Header(Heat Vignette)]
_VignetteStrength ("Vignette Strength", Range(0, 1)) = 0.5
_VignettePower ("Vignette Power", Range(0.5, 5)) = 2.0
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ZWrite Off ZTest Always Cull Off
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#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _Weight;
float _Intensity;
float _Speed;
float _Scale;
float _BlurAmount;
float _BlurSamples;
float4 _HeatTint;
float _HeatTintStrength;
float _VignetteStrength;
float _VignettePower;
// ─── NOISE ───────────────────────────────────────────────
float SmoothNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f);
float a = frac(sin(dot(i, float2(127.1, 311.7))) * 43758.5453);
float b = frac(sin(dot(i + float2(1,0), float2(127.1, 311.7))) * 43758.5453);
float c = frac(sin(dot(i + float2(0,1), float2(127.1, 311.7))) * 43758.5453);
float d = frac(sin(dot(i + float2(1,1), float2(127.1, 311.7))) * 43758.5453);
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
}
// ─── BLUR ────────────────────────────────────────────────
half3 RadialBlur(float2 uv, float strength)
{
half3 col = 0;
float spread = _BlurSamples * strength;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2( spread, 0)).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2(-spread, 0)).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2( 0, spread)).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2( 0, -spread)).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2( spread, spread) * 0.7071).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2(-spread, spread) * 0.7071).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2( spread, -spread) * 0.7071).rgb;
col += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + float2(-spread, -spread) * 0.7071).rgb;
return col / 8.0;
}
// ─── FRAGMENT ────────────────────────────────────────────
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
// Early exit — no effect at weight zero
if (_Weight <= 0.001)
return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv);
float t = _Time.y * _Speed;
// ── 1. Distortion ─────────────────────────────────────
float n1 = SmoothNoise(uv * _Scale + float2( t * 0.7, t * 0.3));
float n2 = SmoothNoise(uv * _Scale * 1.7 + float2(-t * 0.4, t * 0.6));
// Heat rises — distortion stronger at the bottom
float heightMask = 1.0 - uv.y;
float2 distort = float2(n1 - 0.5, n2 - 0.5) * _Intensity * heightMask * _Weight;
float2 distortedUV = uv + distort;
// ── 2. Base sample + blur ─────────────────────────────
half3 sharp = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, distortedUV).rgb;
half3 blurred = RadialBlur(distortedUV, 1.0);
half3 col = lerp(sharp, blurred, _BlurAmount * heightMask * _Weight);
// ── 3. Heat color tint ────────────────────────────────
half3 tint = _HeatTint.rgb;
col = lerp(col, col * tint * 1.5, _HeatTintStrength * heightMask * _Weight);
// ── 4. Heat vignette ──────────────────────────────────
float2 vigUV = abs(uv - 0.5) * 2.0;
float vignette = pow(max(vigUV.x, vigUV.y), _VignettePower);
col = lerp(col, col * tint * 2.0, vignette * _VignetteStrength * _Weight);
return half4(col, 1.0);
}
ENDHLSL
}
}
}
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