#include "globals.cginc" #include "interpolators.cginc" #include "math.cginc" #include "noise.cginc" #include "cnlohr.cginc" #ifndef __AURORA_INC #define __AURORA_INC struct AuroraPBR { float4 albedo; float3 diffuse; float depth; }; float2 rotate2D(float2 v, float theta) { return mul(float2x2( cos(theta), -sin(theta), sin(theta), cos(theta)), v); } AuroraPBR getAurora(v2f i) { AuroraPBR result; result.albedo.a = 1; // Map onto [-1, 1] float t = _Time[1]; float2 uv = i.uv0; float c = 0; uv = rotate2D(uv, t * .101); uv *= 0.9; float c_term = sin(3.14159265 * uv.x * uv.x + t) - 0.25; c = c_term * c_term; uv = rotate2D(uv, -t * .67); c_term = (sin(-3.14159265 * uv.x * uv.x * 4 + t/4) - 0.25) * .5; c += c_term * c_term; uv = rotate2D(uv, t * .31); c += (sin(-3.14159265 * uv.y * uv.y * 16 + t/8) - 0.25) * .25; uv = rotate2D(uv, t * .15); c += (sin(-3.14159265 * uv.x * uv.y * 16 + t/16) - 0.25) * .125; c *= 0.5; c -= sin(3.14159265 * uv.x * uv.y * 16) * .5 + 0.5; const float2 uv_c = i.uv0 * 2.0 - 1; float center_distance_term = saturate(1.0 - dot(uv_c, uv_c)); c *= center_distance_term * center_distance_term * center_distance_term * center_distance_term; result.albedo.rgb = saturate(c); result.diffuse = 0; float4 clip_pos = mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.0)); result.depth = clip_pos.z / clip_pos.w; return result; } #endif // __AURORA_INC