├── .gitignore ├── .vscode └── settings.json ├── Assets ├── Materials.meta ├── Materials │ ├── Skybox.meta │ ├── Skybox │ │ ├── Shader Graphs_Skybox.mat │ │ └── Shader Graphs_Skybox.mat.meta │ ├── Supermassive black hole.meta │ └── Supermassive black hole │ │ ├── KelvinvanHoorn_SMBH.mat │ │ ├── KelvinvanHoorn_SMBH.mat.meta │ │ ├── KelvinvanHoorn_SMBH_Finished.mat │ │ └── KelvinvanHoorn_SMBH_Finished.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleScene │ │ ├── SampleScene Profile.asset │ │ └── SampleScene Profile.asset.meta │ ├── SampleSceneLightingSettings.lighting │ └── SampleSceneLightingSettings.lighting.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Shaders.meta ├── Shaders │ ├── Skybox.meta │ ├── Skybox │ │ ├── Skybox.shadergraph │ │ └── Skybox.shadergraph.meta │ ├── Supermassive black hole.meta │ └── Supermassive black hole │ │ ├── SMBH_Finished.shader │ │ ├── SMBH_Finished.shader.meta │ │ ├── SMBH_Initial.shader │ │ └── SMBH_Initial.shader.meta ├── Textures.meta └── Textures │ ├── noiseTexture.png │ └── noiseTexture.png.meta ├── FeatureImage.gif ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # TextMesh Pro files 20 | [Aa]ssets/TextMesh*Pro/ 21 | 22 | # Autogenerated Jetbrains Rider plugin 23 | [Aa]ssets/Plugins/Editor/JetBrains* 24 | 25 | # Visual Studio cache directory 26 | .vs/ 27 | 28 | # Gradle cache directory 29 | .gradle/ 30 | 31 | # Autogenerated VS/MD/Consulo solution and project files 32 | ExportedObj/ 33 | .consulo/ 34 | *.csproj 35 | *.unityproj 36 | *.sln 37 | *.suo 38 | *.tmp 39 | *.user 40 | *.userprefs 41 | *.pidb 42 | *.booproj 43 | *.svd 44 | *.pdb 45 | *.mdb 46 | *.opendb 47 | *.VC.db 48 | 49 | # Unity3D generated meta files 50 | *.pidb.meta 51 | *.pdb.meta 52 | *.mdb.meta 53 | 54 | # Unity3D generated file on crash reports 55 | sysinfo.txt 56 | 57 | # Builds 58 | *.apk 59 | *.unitypackage 60 | 61 | # Crashlytics generated file 62 | crashlytics-build.properties 63 | 64 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } 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hole.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a91b7fed1a2fcb44ab69a0eda6745f96 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Supermassive black hole/SMBH_Finished.shader: -------------------------------------------------------------------------------- 1 | Shader "KelvinvanHoorn/SMBH_Finished" 2 | { 3 | Properties 4 | { 5 | _DiscTex ("Disc texture", 2D) = "white" {} 6 | _DiscWidth ("Width of the accretion disc", float) = 0.1 7 | _DiscOuterRadius ("Object relative disc outer radius", Range(0,1)) = 1 8 | _DiscInnerRadius ("Object relative disc inner radius", Range(0,1)) = 0.25 9 | _DiscSpeed ("Disc rotation speed", float) = 2 10 | [HDR]_DiscColor ("Disc main color", Color) = (1,0,0,1) 11 | _DopplerBeamingFactor ("Doppler beaming effect factor", float) = 66 12 | _HueRadius ("Hue shift start radius", Range(0,1)) = 0.75 13 | _HueShiftFactor ("Hue shifting factor", float) = -0.03 14 | _Steps ("Amount of steps", int) = 256 15 | _StepSize ("Step size", Range(0.001, 1)) = 0.1 16 | _SSRadius ("Object relative Schwarzschild radius", Range(0,1)) = 0.1 17 | _GConst ("Gravitational constant", float) = 0.3 18 | } 19 | SubShader 20 | { 21 | Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalRenderPipeline" "Queue" = "Transparent" } 22 | Cull Front 23 | 24 | Pass 25 | { 26 | HLSLPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | 30 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 31 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" 32 | 33 | static const float maxFloat = 3.402823466e+38; 34 | 35 | struct Attributes 36 | { 37 | float4 posOS : POSITION; 38 | }; 39 | 40 | struct v2f 41 | { 42 | float4 posCS : SV_POSITION; 43 | float3 posWS : TEXCOORD0; 44 | 45 | float3 centre : TEXCOORD1; 46 | float3 objectScale : TEXCOORD2; 47 | }; 48 | 49 | v2f vert(Attributes IN) 50 | { 51 | v2f OUT = (v2f)0; 52 | 53 | VertexPositionInputs vertexInput = GetVertexPositionInputs(IN.posOS.xyz); 54 | 55 | OUT.posCS = vertexInput.positionCS; 56 | OUT.posWS = vertexInput.positionWS; 57 | 58 | // Object information, based upon Unity's shadergraph library functions 59 | OUT.centre = UNITY_MATRIX_M._m03_m13_m23; 60 | OUT.objectScale = float3(length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)), 61 | length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)), 62 | length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z))); 63 | 64 | return OUT; 65 | } 66 | 67 | float _DiscWidth; 68 | float _DiscOuterRadius; 69 | float _DiscInnerRadius; 70 | 71 | Texture2D _DiscTex; 72 | SamplerState sampler_DiscTex; 73 | float4 _DiscTex_ST; 74 | 75 | float _DiscSpeed; 76 | 77 | float4 _DiscColor; 78 | float _DopplerBeamingFactor; 79 | float _HueRadius; 80 | float _HueShiftFactor; 81 | 82 | int _Steps; 83 | float _StepSize; 84 | 85 | float _SSRadius; 86 | float _GConst; 87 | 88 | // Based upon https://viclw17.github.io/2018/07/16/raytracing-ray-sphere-intersection/#:~:text=When%20the%20ray%20and%20sphere,equations%20and%20solving%20for%20t. 89 | // Returns dstToSphere, dstThroughSphere 90 | // If inside sphere, dstToSphere will be 0 91 | // If ray misses sphere, dstToSphere = max float value, dstThroughSphere = 0 92 | // Given rayDir must be normalized 93 | float2 intersectSphere(float3 rayOrigin, float3 rayDir, float3 centre, float radius) { 94 | 95 | float3 offset = rayOrigin - centre; 96 | const float a = 1; 97 | float b = 2 * dot(offset, rayDir); 98 | float c = dot(offset, offset) - radius * radius; 99 | 100 | float discriminant = b * b - 4 * a*c; 101 | // No intersections: discriminant < 0 102 | // 1 intersection: discriminant == 0 103 | // 2 intersections: discriminant > 0 104 | if (discriminant > 0) { 105 | float s = sqrt(discriminant); 106 | float dstToSphereNear = max(0, (-b - s) / (2 * a)); 107 | float dstToSphereFar = (-b + s) / (2 * a); 108 | 109 | if (dstToSphereFar >= 0) { 110 | return float2(dstToSphereNear, dstToSphereFar - dstToSphereNear); 111 | } 112 | } 113 | // Ray did not intersect sphere 114 | return float2(maxFloat, 0); 115 | } 116 | 117 | // Based upon https://mrl.cs.nyu.edu/~dzorin/rend05/lecture2.pdf 118 | float2 intersectInfiniteCylinder(float3 rayOrigin, float3 rayDir, float3 cylinderOrigin, float3 cylinderDir, float cylinderRadius) 119 | { 120 | float3 a0 = rayDir - dot(rayDir, cylinderDir) * cylinderDir; 121 | float a = dot(a0,a0); 122 | 123 | float3 dP = rayOrigin - cylinderOrigin; 124 | float3 c0 = dP - dot(dP, cylinderDir) * cylinderDir; 125 | float c = dot(c0,c0) - cylinderRadius * cylinderRadius; 126 | 127 | float b = 2 * dot(a0, c0); 128 | 129 | float discriminant = b * b - 4 * a * c; 130 | 131 | if (discriminant > 0) { 132 | float s = sqrt(discriminant); 133 | float dstToNear = max(0, (-b - s) / (2 * a)); 134 | float dstToFar = (-b + s) / (2 * a); 135 | 136 | if (dstToFar >= 0) { 137 | return float2(dstToNear, dstToFar - dstToNear); 138 | } 139 | } 140 | return float2(maxFloat, 0); 141 | } 142 | 143 | // Based upon https://mrl.cs.nyu.edu/~dzorin/rend05/lecture2.pdf 144 | float intersectInfinitePlane(float3 rayOrigin, float3 rayDir, float3 planeOrigin, float3 planeDir) 145 | { 146 | float a = 0; 147 | float b = dot(rayDir, planeDir); 148 | float c = dot(rayOrigin, planeDir) - dot(planeDir, planeOrigin); 149 | 150 | float discriminant = b * b - 4 * a*c; 151 | 152 | return -c/b; 153 | } 154 | 155 | // Based upon https://mrl.cs.nyu.edu/~dzorin/rend05/lecture2.pdf 156 | float intersectDisc(float3 rayOrigin, float3 rayDir, float3 p1, float3 p2, float3 discDir, float discRadius, float innerRadius) 157 | { 158 | float discDst = maxFloat; 159 | float2 cylinderIntersection = intersectInfiniteCylinder(rayOrigin, rayDir, p1, discDir, discRadius); 160 | float cylinderDst = cylinderIntersection.x; 161 | 162 | if(cylinderDst < maxFloat) 163 | { 164 | float finiteC1 = dot(discDir, rayOrigin + rayDir * cylinderDst - p1); 165 | float finiteC2 = dot(discDir, rayOrigin + rayDir * cylinderDst - p2); 166 | 167 | // Ray intersects with edges of the cylinder/disc 168 | if(finiteC1 > 0 && finiteC2 < 0 && cylinderDst > 0) 169 | { 170 | discDst = cylinderDst; 171 | } 172 | else 173 | { 174 | float radiusSqr = discRadius * discRadius; 175 | float innerRadiusSqr = innerRadius * innerRadius; 176 | 177 | float p1Dst = max(intersectInfinitePlane(rayOrigin, rayDir, p1, discDir), 0); 178 | float3 q1 = rayOrigin + rayDir * p1Dst; 179 | float p1q1DstSqr = dot(q1 - p1, q1 - p1); 180 | 181 | // Ray intersects with lower plane of cylinder/disc 182 | if(p1Dst > 0 && p1q1DstSqr < radiusSqr && p1q1DstSqr > innerRadiusSqr) 183 | { 184 | if(p1Dst < discDst) 185 | { 186 | discDst = p1Dst; 187 | } 188 | } 189 | 190 | float p2Dst = max(intersectInfinitePlane(rayOrigin, rayDir, p2, discDir), 0); 191 | float3 q2 = rayOrigin + rayDir * p2Dst; 192 | float p2q2DstSqr = dot(q2 - p2, q2 - p2); 193 | 194 | // Ray intersects with upper plane of cylinder/disc 195 | if(p2Dst > 0 && p2q2DstSqr < radiusSqr && p2q2DstSqr > innerRadiusSqr) 196 | { 197 | if(p2Dst < discDst) 198 | { 199 | discDst = p2Dst; 200 | } 201 | } 202 | } 203 | } 204 | 205 | return discDst; 206 | } 207 | 208 | float remap(float v, float minOld, float maxOld, float minNew, float maxNew) { 209 | return minNew + (v - minOld) * (maxNew - minNew) / (maxOld - minOld); 210 | } 211 | 212 | float2 discUV(float3 planarDiscPos, float3 discDir, float3 centre, float radius) 213 | { 214 | float3 planarDiscPosNorm = normalize(planarDiscPos); 215 | float sampleDist01 = length(planarDiscPos) / radius; 216 | 217 | float3 tangentTestVector = float3(1,0,0); 218 | if(abs(dot(discDir, tangentTestVector)) >= 1) 219 | tangentTestVector = float3(0,1,0); 220 | 221 | float3 tangent = normalize(cross(discDir, tangentTestVector)); 222 | float3 biTangent = cross(tangent, discDir); 223 | float phi = atan2(dot(planarDiscPosNorm, tangent), dot(planarDiscPosNorm, biTangent)) / PI; 224 | phi = remap(phi, -1, 1, 0, 1); 225 | 226 | // Radial distance 227 | float u = sampleDist01; 228 | // Angular distance 229 | float v = phi; 230 | 231 | return float2(u,v); 232 | } 233 | 234 | // Based upon UnityCG.cginc, used in hdrIntensity 235 | float3 LinearToGammaSpace (float3 linRGB) 236 | { 237 | linRGB = max(linRGB, float3(0.f, 0.f, 0.f)); 238 | // An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 239 | return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h); 240 | } 241 | 242 | // Based upon UnityCG.cginc, used in hdrIntensity 243 | float3 GammaToLinearSpace (float3 sRGB) 244 | { 245 | // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 246 | return sRGB * (sRGB * (sRGB * 0.305306011f + 0.682171111f) + 0.012522878f); 247 | } 248 | 249 | // Based upon https://forum.unity.com/threads/how-to-change-hdr-colors-intensity-via-shader.531861/ 250 | float3 hdrIntensity(float3 emissiveColor, float intensity) 251 | { 252 | // if not using gamma color space, convert from linear to gamma 253 | #ifndef UNITY_COLORSPACE_GAMMA 254 | emissiveColor.rgb = LinearToGammaSpace(emissiveColor.rgb); 255 | #endif 256 | // apply intensity exposure 257 | emissiveColor.rgb *= pow(2.0, intensity); 258 | // if not using gamma color space, convert back to linear 259 | #ifndef UNITY_COLORSPACE_GAMMA 260 | emissiveColor.rgb = GammaToLinearSpace(emissiveColor.rgb); 261 | #endif 262 | 263 | return emissiveColor; 264 | } 265 | 266 | // Based upon Unity's shadergraph library functions 267 | float3 RGBToHSV(float3 c) 268 | { 269 | float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 270 | float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); 271 | float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); 272 | float d = q.x - min(q.w, q.y); 273 | float e = 1.0e-10; 274 | return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); 275 | } 276 | 277 | // Based upon Unity's shadergraph library functions 278 | float3 HSVToRGB(float3 c) 279 | { 280 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 281 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 282 | return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); 283 | } 284 | 285 | // Based upon Unity's shadergraph library functions 286 | float3 RotateAboutAxis(float3 In, float3 Axis, float Rotation) 287 | { 288 | float s = sin(Rotation); 289 | float c = cos(Rotation); 290 | float one_minus_c = 1.0 - c; 291 | 292 | Axis = normalize(Axis); 293 | float3x3 rot_mat = 294 | { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, 295 | one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, 296 | one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c 297 | }; 298 | return mul(rot_mat, In); 299 | } 300 | 301 | float3 discColor(float3 baseColor, float3 planarDiscPos, float3 discDir, float3 cameraPos, float u, float radius) 302 | { 303 | float3 newColor = baseColor; 304 | 305 | // Distance intensity fall-off 306 | float intensity = remap(u, 0, 1, 0.5, -1.2); 307 | intensity *= abs(intensity); 308 | 309 | // Doppler beaming intensity change 310 | float3 rotatePos = RotateAboutAxis(planarDiscPos, discDir, 0.01); 311 | float dopplerDistance = (length(rotatePos - cameraPos) - length(planarDiscPos - cameraPos)) / radius; 312 | intensity += dopplerDistance * _DiscSpeed * _DopplerBeamingFactor; 313 | 314 | newColor = hdrIntensity(baseColor, intensity); 315 | 316 | // Distance hue shift 317 | float3 hueColor = RGBToHSV(newColor); 318 | float hueShift = saturate(remap(u, _HueRadius, 1, 0, 1)); 319 | hueColor.r += hueShift * _HueShiftFactor; 320 | newColor = HSVToRGB(hueColor); 321 | 322 | return newColor; 323 | } 324 | 325 | float4 frag (v2f IN) : SV_Target 326 | { 327 | // Initial ray information 328 | float3 rayOrigin = _WorldSpaceCameraPos; 329 | float3 rayDir = normalize(IN.posWS - _WorldSpaceCameraPos); 330 | 331 | float sphereRadius = 0.5 * min(min(IN.objectScale.x, IN.objectScale.y), IN.objectScale.z); 332 | float2 outerSphereIntersection = intersectSphere(rayOrigin, rayDir, IN.centre, sphereRadius); 333 | 334 | // Disc information, direction is objects rotation 335 | float3 discDir = normalize(mul(unity_ObjectToWorld, float4(0,1,0,0)).xyz); 336 | float3 p1 = IN.centre - 0.5 * _DiscWidth * discDir; 337 | float3 p2 = IN.centre + 0.5 * _DiscWidth * discDir; 338 | float discRadius = sphereRadius * _DiscOuterRadius; 339 | float innerRadius = sphereRadius * _DiscInnerRadius; 340 | 341 | // Ray information 342 | float transmittance = 0; 343 | float blackHoleMask = 0; 344 | float3 samplePos = float3(maxFloat, 0, 0); 345 | float3 currentRayPos = rayOrigin + rayDir * outerSphereIntersection.x; 346 | float3 currentRayDir = rayDir; 347 | 348 | // Ray intersects with the outer sphere 349 | if(outerSphereIntersection.x < maxFloat) 350 | { 351 | for (int i = 0; i < _Steps; i++) 352 | { 353 | float3 dirToCentre = IN.centre-currentRayPos; 354 | float dstToCentre = length(dirToCentre); 355 | dirToCentre /= dstToCentre; 356 | 357 | if(dstToCentre > sphereRadius + _StepSize) 358 | { 359 | break; 360 | } 361 | 362 | float force = _GConst/(dstToCentre*dstToCentre); 363 | currentRayDir = normalize(currentRayDir + dirToCentre * force * _StepSize); 364 | 365 | // Move ray forward 366 | currentRayPos += currentRayDir * _StepSize; 367 | 368 | float blackHoleDistance = intersectSphere(currentRayPos, currentRayDir, IN.centre, _SSRadius * sphereRadius).x; 369 | if(blackHoleDistance <= _StepSize) 370 | { 371 | blackHoleMask = 1; 372 | break; 373 | } 374 | 375 | // Check for disc intersection nearby 376 | float discDst = intersectDisc(currentRayPos, currentRayDir, p1, p2, discDir, discRadius, innerRadius); 377 | if(transmittance < 1 && discDst < _StepSize) 378 | { 379 | transmittance = 1; 380 | samplePos = currentRayPos + currentRayDir * discDst; 381 | } 382 | } 383 | } 384 | 385 | float2 uv = float2(0,0); 386 | float3 planarDiscPos = float3(0,0,0); 387 | if(samplePos.x < maxFloat) 388 | { 389 | planarDiscPos = samplePos - dot(samplePos - IN.centre, discDir) * discDir - IN.centre; 390 | uv = discUV(planarDiscPos, discDir, IN.centre, discRadius); 391 | uv.y += _Time.x * _DiscSpeed; 392 | } 393 | float texCol = _DiscTex.SampleLevel(sampler_DiscTex, uv * _DiscTex_ST.xy, 0).r; 394 | 395 | float2 screenUV = IN.posCS.xy / _ScreenParams.xy; 396 | 397 | // Ray direction projection 398 | float3 distortedRayDir = normalize(currentRayPos - rayOrigin); 399 | float4 rayCameraSpace = mul(unity_WorldToCamera, float4(distortedRayDir,0)); 400 | float4 rayUVProjection = mul(unity_CameraProjection, float4(rayCameraSpace)); 401 | float2 distortedScreenUV = rayUVProjection.xy + 1 * 0.5; 402 | 403 | // Screen and object edge transitions 404 | float edgeFadex = smoothstep(0, 0.25, 1 - abs(remap(screenUV.x, 0, 1, -1, 1))); 405 | float edgeFadey = smoothstep(0, 0.25, 1 - abs(remap(screenUV.y, 0, 1, -1, 1))); 406 | float t = saturate(remap(outerSphereIntersection.y, sphereRadius, 2 * sphereRadius, 0, 1)) * edgeFadex * edgeFadey; 407 | distortedScreenUV = lerp(screenUV, distortedScreenUV, t); 408 | 409 | float3 backgroundCol = SampleSceneColor(distortedScreenUV) * (1 - blackHoleMask); 410 | 411 | float3 discCol = discColor(_DiscColor.rgb, planarDiscPos, discDir, _WorldSpaceCameraPos, uv.x, discRadius); 412 | 413 | transmittance *= texCol * _DiscColor.a; 414 | float3 col = lerp(backgroundCol, discCol, transmittance); 415 | return float4(col,1); 416 | } 417 | ENDHLSL 418 | } 419 | } 420 | } -------------------------------------------------------------------------------- /Assets/Shaders/Supermassive black hole/SMBH_Finished.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9cc3c361d53342f419aa995785882c4d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/Supermassive black hole/SMBH_Initial.shader: -------------------------------------------------------------------------------- 1 | Shader "KelvinvanHoorn/SMBH" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalRenderPipeline" "Queue" = "Transparent" } 9 | Cull Front 10 | 11 | Pass 12 | { 13 | HLSLPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 18 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" 19 | 20 | static const float maxFloat = 3.402823466e+38; 21 | 22 | struct Attributes 23 | { 24 | float4 posOS : POSITION; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float4 posCS : SV_POSITION; 30 | float3 posWS : TEXCOORD0; 31 | 32 | float3 centre : TEXCOORD1; 33 | float3 objectScale : TEXCOORD2; 34 | }; 35 | 36 | v2f vert(Attributes IN) 37 | { 38 | v2f OUT = (v2f)0; 39 | 40 | VertexPositionInputs vertexInput = GetVertexPositionInputs(IN.posOS.xyz); 41 | 42 | OUT.posCS = vertexInput.positionCS; 43 | OUT.posWS = vertexInput.positionWS; 44 | 45 | // Object information, based upon Unity's shadergraph library functions 46 | OUT.centre = UNITY_MATRIX_M._m03_m13_m23; 47 | OUT.objectScale = float3(length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)), 48 | length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)), 49 | length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z))); 50 | 51 | return OUT; 52 | } 53 | 54 | float4 frag (v2f IN) : SV_Target 55 | { 56 | return float4(1,0,0,1); 57 | } 58 | ENDHLSL 59 | } 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Shaders/Supermassive black hole/SMBH_Initial.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2a609019c60cab40939d1be44fd4504 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Textures.meta: 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/LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 Kelvin van Hoorn 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.3.9", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.7", 6 | "com.unity.ide.vscode": "1.2.3", 7 | "com.unity.recorder": "2.5.5", 8 | "com.unity.render-pipelines.universal": "10.3.2", 9 | "com.unity.test-framework": "1.1.22", 10 | "com.unity.textmeshpro": "3.0.1", 11 | "com.unity.timeline": "1.4.6", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 15 | 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"com.unity.modules.unitywebrequestaudio": "1.0.0", 37 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 38 | "com.unity.modules.unitywebrequestwww": "1.0.0", 39 | "com.unity.modules.vehicles": "1.0.0", 40 | "com.unity.modules.video": "1.0.0", 41 | "com.unity.modules.vr": "1.0.0", 42 | "com.unity.modules.wind": "1.0.0", 43 | "com.unity.modules.xr": "1.0.0" 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": { 4 | "version": "1.3.9", 5 | "depth": 0, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.com" 9 | }, 10 | "com.unity.ext.nunit": { 11 | "version": "1.0.6", 12 | "depth": 1, 13 | "source": "registry", 14 | "dependencies": {}, 15 | "url": "https://packages.unity.com" 16 | }, 17 | "com.unity.ide.rider": { 18 | "version": "2.0.7", 19 | "depth": 0, 20 | "source": "registry", 21 | "dependencies": { 22 | "com.unity.test-framework": "1.1.1" 23 | }, 24 | "url": "https://packages.unity.com" 25 | }, 26 | "com.unity.ide.visualstudio": { 27 | "version": "2.0.7", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": { 31 | "com.unity.test-framework": "1.1.9" 32 | }, 33 | "url": "https://packages.unity.com" 34 | }, 35 | "com.unity.ide.vscode": { 36 | "version": "1.2.3", 37 | "depth": 0, 38 | "source": "registry", 39 | "dependencies": {}, 40 | "url": "https://packages.unity.com" 41 | }, 42 | "com.unity.mathematics": { 43 | "version": "1.1.0", 44 | "depth": 1, 45 | "source": "registry", 46 | "dependencies": {}, 47 | "url": "https://packages.unity.com" 48 | }, 49 | "com.unity.recorder": { 50 | "version": "2.5.5", 51 | "depth": 0, 52 | "source": "registry", 53 | "dependencies": { 54 | "com.unity.timeline": "1.0.0" 55 | }, 56 | "url": "https://packages.unity.com" 57 | }, 58 | "com.unity.render-pipelines.core": { 59 | 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VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Supermassive black hole shader tutorial 2 | These are the project files for my [supermassive black hole shader](https://kelvinvanhoorn.com/2021/04/20/supermassive-black-hole-tutorial) 3 | 4 | ![alt text](https://github.com/Radagasd/Supermassive-black-hole-shader-tutorial/blob/main/FeatureImage.gif "Supermassive black hole") 5 | 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