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| Shader "Unlit/BlackHoleV2Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} _AcDiskRadius ("_AcDiskRadius", Float) = 4 _AcThicknessHalf ("_AcThickness", Float) = 0.001 _BHRadius ("_BHRadius", Float) = 0.5 _StepLimit ("_StepLimit", int) = 200 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Cull Front Blend SrcAlpha OneMinusSrcAlpha LOD 100
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 objPos : TEXCOORD1; float4 worldPos : TEXCOORD2; float3 origin : TEXCOORD3; };
sampler2D _MainTex; float4 _MainTex_ST; float _AcDiskRadius; float _BHRadius; float _AcThicknessHalf; int _StepLimit;
float sphere_sdf(float3 p, float r){ return length(p) - r; }
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.objPos = v.vertex; o.worldPos = mul(UNITY_MATRIX_M, v.vertex); o.origin = mul(UNITY_MATRIX_M, float4(0,0,0,1)); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
fixed4 frag (v2f i) : SV_Target { fixed4 col = 0; float3 start = _WorldSpaceCameraPos; float3 ray = normalize(i.worldPos.xyz - _WorldSpaceCameraPos); float3 p = start-i.origin;
int hitAcFlag = 0; int hitBHFlag = 0; float3 hitBHP; float3 hitBHViewRay; float3 hitAcP; float3 hitAcP2 = float3(0,0,0); float GM = 0.3; for (int j = 0; j < _StepLimit; j++){ float hitAcSphere = sphere_sdf(p, _AcDiskRadius); if (hitAcSphere < 0.001){ float hitBH = sphere_sdf(p, _BHRadius); float hitRay = abs((p.y)/ray.y); if (hitBHFlag == 0 && hitBH < 0.001) { hitBHFlag = 1; hitBHP = p; hitBHViewRay = ray; break; } if (hitAcFlag == 0 && abs(p.y) <= _AcThicknessHalf) { hitAcFlag = 1; hitAcP = p; } if (hitAcFlag == 1 && abs(p.y) > _AcThicknessHalf) { hitAcFlag = 2; } if (hitAcFlag == 2 && abs(p.y) <= _AcThicknessHalf) { hitAcFlag = 3; hitAcP2 = p; break; } float curDt = min(hitBH, hitRay); curDt = min(0.1, curDt); if (hitAcFlag == 1){ curDt = max(0.001, curDt); } p += curDt * ray; float r2 = dot(p, p); float3 a = GM/r2*normalize(-p); ray += a*curDt; ray = normalize(ray); } else { p += hitAcSphere * ray; } } if (hitBHFlag == 1) { col = fixed4(0,0,0,1); col.gb = pow(1-dot(normalize(hitBHP),-hitBHViewRay),3)*2; col.gb += pow(1-abs(hitBHP.y/_BHRadius),5); } if (hitAcFlag >= 1) { float distH = length(hitAcP.xz); float v = smoothstep(0, 1, distH/_AcDiskRadius); float u = (atan2(hitAcP.x, hitAcP.z)/UNITY_PI * v)/2 - _Time.y; float tx = tex2D(_MainTex, float2(u,v)).r; if (hitAcFlag == 3){ float distH2 = length(hitAcP2.xz); float v2 = smoothstep(0, 1, distH2/_AcDiskRadius); float u2 = (atan2(hitAcP.x, hitAcP.z)/UNITY_PI * v)/2 - _Time.y; float tx2 = tex2D(_MainTex, float2(u2,v2)).r; col = col*(1-tx) + fixed4(0,1,1,1)*tx; col.a *= abs(1-(distH-_BHRadius)/_AcDiskRadius)*5; fixed4 col1 = fixed4(0,1,1,1)*tx2; col1.a *= abs(1-(distH2-_BHRadius)/_AcDiskRadius)*5; col = col1*(1-col.a) + col*col.a; } else { col = col*(1-tx) + fixed4(0,1,1,1)*tx; if (hitBHFlag != 1) { col *= abs(1-(distH-_BHRadius)/_AcDiskRadius)*2; } } } return col; } ENDCG } } }
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