├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Objects.mat │ ├── Objects.mat.meta │ ├── PortalGlow.mat │ ├── PortalGlow.mat.meta │ ├── PortalHemisphere.mat │ ├── PortalHemisphere.mat.meta │ ├── PortalMask.mat │ ├── PortalMask.mat.meta │ ├── PortalParticle.mat │ ├── PortalParticle.mat.meta │ ├── PortalTunnel.mat │ └── PortalTunnel.mat.meta ├── Models.meta ├── Models │ ├── Hemisphere.fbx │ ├── Hemisphere.fbx.meta │ ├── Tube.fbx │ └── Tube.fbx.meta ├── Scenes.meta ├── Scenes │ ├── Main.unity │ └── Main.unity.meta ├── Shaders.meta ├── Shaders │ ├── PortalGlow.shader │ ├── PortalGlow.shader.meta │ ├── PortalHemisphere.shader │ ├── PortalHemisphere.shader.meta │ ├── PortalMask.shader │ ├── PortalMask.shader.meta │ ├── PortalParticle.shader │ ├── PortalParticle.shader.meta │ ├── PortalTunnel.shader │ └── PortalTunnel.shader.meta ├── Textures.meta └── Textures │ ├── PortalGlow.png │ ├── PortalGlow.png.meta │ ├── PortalMask.png │ ├── PortalMask.png.meta │ ├── PortalTunnel.png │ ├── PortalTunnel.png.meta │ ├── Space.jpg │ └── Space.jpg.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md ├── blender └── Models.blend ├── design └── Textures.afphoto └── docs ├── 1.jpg ├── 10.mp4 ├── 2.jpg ├── 3.jpg ├── 4.jpg ├── 5.jpg ├── 6.jpg ├── 7.jpg ├── 8.jpg └── 9.jpg /.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/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | 74 | .DS_Store 75 | .vscode 76 | 77 | *.blend1 78 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | 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8e223a0269a854b1b8329ea308a9b366 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalGlow.shader: -------------------------------------------------------------------------------- 1 | Shader "Portal/PortalGlow" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Color ("Color", Color) = (0,0,0,1) 7 | _Intensity ("Intensity", Float) = 1 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Transparent" "Queue"="Transparent+3" } 12 | 13 | ZWrite Off 14 | 15 | Blend SrcAlpha One 16 | 17 | LOD 100 18 | 19 | Pass 20 | { 21 | CGPROGRAM 22 | #pragma vertex vert 23 | #pragma fragment frag 24 | 25 | #include "UnityCG.cginc" 26 | 27 | struct Attributes 28 | { 29 | float4 positionOS : POSITION; 30 | float2 uv : TEXCOORD0; 31 | }; 32 | 33 | struct Varyings 34 | { 35 | float4 positionHCS : SV_POSITION; 36 | float2 uv : TEXCOORD0; 37 | }; 38 | 39 | sampler2D _MainTex; 40 | float4 _MainTex_ST; 41 | 42 | fixed4 _Color; 43 | float _Intensity; 44 | 45 | Varyings vert (Attributes IN) 46 | { 47 | Varyings OUT; 48 | OUT.positionHCS = UnityObjectToClipPos(IN.positionOS); 49 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 50 | return OUT; 51 | } 52 | 53 | fixed4 frag (Varyings IN) : SV_Target 54 | { 55 | // sample the texture 56 | fixed4 col = tex2D(_MainTex, IN.uv); 57 | col = col * _Color * _Intensity; 58 | return col; 59 | } 60 | ENDCG 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalGlow.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a175eb84780db4db5aff81b711404397 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalHemisphere.shader: -------------------------------------------------------------------------------- 1 | Shader "Portal/PortalHemisphere" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Velocity ("Velocity", Float) = 1 7 | _Color ("Color", Color) = (0,0,0,1) 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Opaque" "Queue"="Transparent+1" } 12 | 13 | Cull Front 14 | 15 | Stencil 16 | { 17 | Ref 2 18 | Comp Equal 19 | } 20 | 21 | LOD 100 22 | 23 | Pass 24 | { 25 | CGPROGRAM 26 | #pragma vertex vert 27 | #pragma fragment frag 28 | 29 | #include "UnityCG.cginc" 30 | 31 | struct Attributes 32 | { 33 | float4 positionOS : POSITION; 34 | float2 uv : TEXCOORD0; 35 | }; 36 | 37 | struct Varyings 38 | { 39 | float4 positionHCS : SV_POSITION; 40 | float2 uv : TEXCOORD0; 41 | }; 42 | 43 | sampler2D _MainTex; 44 | float4 _MainTex_ST; 45 | float _Velocity; 46 | fixed4 _Color; 47 | 48 | Varyings vert (Attributes IN) 49 | { 50 | Varyings OUT; 51 | OUT.positionHCS = UnityObjectToClipPos(IN.positionOS); 52 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 53 | return OUT; 54 | } 55 | 56 | fixed4 frag (Varyings IN) : SV_Target 57 | { 58 | // sample the texture 59 | fixed4 col = tex2D(_MainTex, IN.uv + (_Time.y * _Velocity)); 60 | return col * _Color; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalHemisphere.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e883f4428da5448ee8e853a0a7a879f7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalMask.shader: -------------------------------------------------------------------------------- 1 | Shader "Portal/PortalMask" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 10 | 11 | ZWrite Off 12 | 13 | Blend SrcAlpha OneMinusSrcAlpha 14 | 15 | Stencil 16 | { 17 | Ref 2 18 | Comp Always 19 | Pass Replace 20 | } 21 | 22 | LOD 100 23 | 24 | Pass 25 | { 26 | CGPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | 30 | #include "UnityCG.cginc" 31 | 32 | struct Attributes 33 | { 34 | float4 positionOS : POSITION; 35 | float2 uv : TEXCOORD0; 36 | }; 37 | 38 | struct Varyings 39 | { 40 | float4 positionHCS : SV_POSITION; 41 | float2 uv : TEXCOORD0; 42 | }; 43 | 44 | sampler2D _MainTex; 45 | float4 _MainTex_ST; 46 | 47 | Varyings vert (Attributes IN) 48 | { 49 | Varyings OUT; 50 | OUT.positionHCS = UnityObjectToClipPos(IN.positionOS); 51 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 52 | return OUT; 53 | } 54 | 55 | fixed4 frag (Varyings IN) : SV_Target 56 | { 57 | // sample the texture 58 | fixed4 col = tex2D(_MainTex, IN.uv); 59 | 60 | if (col.a < 0.1) discard; 61 | 62 | return fixed4(0, 0, 0, col.a); 63 | } 64 | ENDCG 65 | } 66 | } 67 | } 68 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalMask.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e1916b5f558e4f5d824f1b0fe10ad28 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalParticle.shader: -------------------------------------------------------------------------------- 1 | Shader "Portal/PortalParticle" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Color ("Color", Color) = (0,0,0,1) 7 | _Intensity ("Intensity", Float) = 1 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Transparent" "Queue"="Transparent+3" } 12 | 13 | ZWrite Off 14 | 15 | Blend SrcAlpha One 16 | 17 | Stencil 18 | { 19 | Ref 2 20 | Comp Equal 21 | } 22 | 23 | LOD 100 24 | 25 | Pass 26 | { 27 | CGPROGRAM 28 | #pragma vertex vert 29 | #pragma fragment frag 30 | 31 | #include "UnityCG.cginc" 32 | 33 | struct Attributes 34 | { 35 | float4 positionOS : POSITION; 36 | float2 uv : TEXCOORD0; 37 | fixed4 color : COLOR; 38 | }; 39 | 40 | struct Varyings 41 | { 42 | float4 positionHCS : SV_POSITION; 43 | float2 uv : TEXCOORD0; 44 | fixed4 color : COLOR; 45 | }; 46 | 47 | sampler2D _MainTex; 48 | float4 _MainTex_ST; 49 | 50 | fixed4 _Color; 51 | float _Intensity; 52 | 53 | Varyings vert (Attributes IN) 54 | { 55 | Varyings OUT; 56 | OUT.positionHCS = UnityObjectToClipPos(IN.positionOS); 57 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 58 | OUT.color = IN.color; 59 | return OUT; 60 | } 61 | 62 | fixed4 frag (Varyings IN) : SV_Target 63 | { 64 | // sample the texture 65 | fixed4 texel = tex2D(_MainTex, IN.uv); 66 | return texel * IN.color * _Color * _Intensity; 67 | } 68 | ENDCG 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalParticle.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76f72ee18b04c4ddd98020d6ec9147a1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalTunnel.shader: -------------------------------------------------------------------------------- 1 | Shader "Portal/PortalTunnel" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Color ("Color", Color) = (0,0,0,1) 7 | _Velocity ("Velocity", Float) = 1 8 | _Intensity ("Intensity", Float) = 1 9 | _FadePosition ("Fade Position", Range(0.0, 1.0)) = 0.5 10 | _FadeThickness ("Fade Thickness", Range(0.0, 1.0)) = 0.2 11 | } 12 | SubShader 13 | { 14 | Tags { "RenderType"="Transparent" "Queue"="Transparent+2" } 15 | 16 | Cull Front 17 | 18 | ZWrite Off 19 | 20 | Blend SrcAlpha One 21 | 22 | Stencil 23 | { 24 | Ref 2 25 | Comp Equal 26 | } 27 | 28 | LOD 100 29 | 30 | Pass 31 | { 32 | CGPROGRAM 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | 36 | #include "UnityCG.cginc" 37 | 38 | struct Attributes 39 | { 40 | float4 positionOS : POSITION; 41 | float2 uv : TEXCOORD0; 42 | }; 43 | 44 | struct Varyings 45 | { 46 | float4 positionHCS : SV_POSITION; 47 | float2 uv : TEXCOORD0; 48 | }; 49 | 50 | sampler2D _MainTex; 51 | float4 _MainTex_ST; 52 | 53 | fixed4 _Color; 54 | float _Velocity; 55 | float _Intensity; 56 | float _FadePosition; 57 | float _FadeThickness; 58 | 59 | Varyings vert (Attributes IN) 60 | { 61 | Varyings OUT; 62 | OUT.positionHCS = UnityObjectToClipPos(IN.positionOS); 63 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 64 | return OUT; 65 | } 66 | 67 | fixed4 frag (Varyings IN) : SV_Target 68 | { 69 | // offset across y coordinate in uvs to animate the helicoidal tunnel 70 | float2 uv = float2(IN.uv.x, IN.uv.y + (_Time.y * _Velocity)); 71 | 72 | // sample the texture 73 | fixed4 col = tex2D(_MainTex, uv); 74 | col = col * _Color * _Intensity; 75 | 76 | // fade out towards the higher UV.y values 77 | float alpha = col.a * smoothstep(_FadePosition, _FadePosition + _FadeThickness, IN.uv.y); 78 | 79 | return fixed4(col.rgb, alpha); 80 | } 81 | ENDCG 82 | } 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Shaders/PortalTunnel.shader.meta: 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"False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /ProjectSettings/boot.config: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/z4gon/space-portal-shader-unity/da2b2432403c151097eca2e52a924166cd76483e/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Space Portal Shader 2 | 3 | Using **Stencil Buffer**, **AlphaToMask** and **Shuriken** Particle System in **Unity 2021.3.10f1** 4 | 5 | ## Screenshots 6 | 7 | ![Picture](./docs/9.jpg) 8 | 9 | 10 | https://user-images.githubusercontent.com/4588601/202121232-e5eef7d5-0c2f-414a-8a9e-f9ec9e97899b.mp4 11 | 12 | 13 | ## Table of Contents 14 | 15 | - [Implementation](#implementation) 16 | - [Modeling in Blender](#modeling-in-blender) 17 | - [Creating Textures in Affinity](#creating-textures-in-affinity) 18 | - [Portal Mask Shader](#portal-mask-shader) 19 | - [Tunnel Shader](#tunnel-shader) 20 | - [Hemisphere Shader](#hemisphere-shader) 21 | - [Glow Shader](#glow-shader) 22 | - [Particle System](#particle-system) 23 | - [Particles Shader](#particles-shader) 24 | - [Color Over Time](#color-over-time) 25 | 26 | ### References 27 | 28 | - [Space Portal Shader tutorial by Jettelly](https://www.youtube.com/watch?v=toQIuCtk2pI) 29 | - [Space Texture](https://unsplash.com/photos/qtRF_RxCAo0) 30 | - [AlphaTest before writing to the Stencil Buffer](https://answers.unity.com/questions/759345/is-it-possible-to-alphatest-prior-to-writing-to-th.html) 31 | 32 | ## Implementation 33 | 34 | ### Modeling in Blender 35 | 36 | - Model a Hemisphere and a Tunnel. 37 | - Make sure the UVs are mapped in a cylindrical mapping for the tube, so the vortex effect can be animated across the UV.y coordinates. 38 | 39 | ![Picture](./docs/1.jpg) 40 | ![Picture](./docs/2.jpg) 41 | 42 | ### Creating Textures in Affinity 43 | 44 | - Circle for masking the entrance to the portal. 45 | - Gradient to make the glow inside the portal entrance. 46 | - Stripes slightly inclined, matching in the sides, to make a helicoidal Tunnel. 47 | 48 | ![Picture](./docs/3.jpg) 49 | 50 | ### Portal Mask Shader 51 | 52 | - Use `RenderType` `Transparent` and `Queue` `Transparent`, to be able to use the transparency in the alpha channel. 53 | - Use `ZWrite Off` to make this truly transparent, and not write to the depth buffer, affecting other shaders. 54 | - Use `Blend SrcAlpha OneMinusSrcAlpha` for traditional transparency. 55 | - Make all the pixels in the shader write a custom value to the **Stencil Buffer**. 56 | - `discard` pixels that with alpha close to zero, to prevent transparent pixels from writing to the stencil buffer. 57 | - The **Stencil Buffer** is preferable over doing a `ZTest` approach, so other objects can get rendered in front of the portal correctly. 58 | 59 | ```c 60 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 61 | 62 | ZWrite Off 63 | 64 | Blend SrcAlpha OneMinusSrcAlpha 65 | 66 | Stencil 67 | { 68 | Ref 2 69 | Comp Always 70 | Pass Replace 71 | } 72 | ``` 73 | 74 | ```c 75 | fixed4 frag (Varyings IN) : SV_Target 76 | { 77 | // sample the texture 78 | fixed4 col = tex2D(_MainTex, IN.uv); 79 | 80 | if (col.a < 0.1) discard; 81 | 82 | return fixed4(0, 0, 0, col.a); 83 | } 84 | ``` 85 | 86 | ![Picture](./docs/4.jpg) 87 | 88 | ### Tunnel Shader 89 | 90 | - Parametrize the Color, Intensity, Fade Start, Fade Thickness and Velocity. 91 | 92 | ```c 93 | _MainTex ("Texture", 2D) = "white" {} 94 | _Color ("Color", Color) = (0,0,0,1) 95 | _Velocity ("Velocity", Float) = 1 96 | _Intensity ("Intensity", Float) = 1 97 | _FadePosition ("Fade Position", Range(0.0, 1.0)) = 0.5 98 | _FadeThickness ("Fade Thickness", Range(0.0, 1.0)) = 0.2 99 | ``` 100 | 101 | - Use `RenderType` `Transparent` to be able to use the transparency in the alpha channel. 102 | - Use `Queue` `Transparent+2` to make it render in front of the mask by two levels. 103 | - `Cull Front` to only render the inner faces of the tunnel. 104 | - Use `ZWrite Off` to make this truly transparent, and not write to the depth buffer, affecting other shaders. 105 | - Use `Blend SrcAlpha One` for additive transparency. 106 | - Do a `Stencil Test` against the **Stencil Buffer**, check if the value is equals to 2, which is the value set by the shader that does the mask. 107 | 108 | ```c 109 | Tags { "RenderType"="Transparent" "Queue"="Transparent+2" } 110 | 111 | Cull Front 112 | 113 | ZWrite Off 114 | 115 | Blend SrcAlpha One 116 | 117 | Stencil 118 | { 119 | Ref 2 120 | Comp Equal 121 | } 122 | ``` 123 | 124 | - Animate the tunnel across the **UV.y** coordinate. 125 | - Use **\_Time** to displace the UV coordinates. 126 | - **smoothstep()** to determine the fade out of the tunnel. 127 | - Use the parametrized **Velocity**, **Color** and **Intensity**. 128 | 129 | ```c 130 | fixed4 frag (Varyings IN) : SV_Target 131 | { 132 | // offset across y coordinate in uvs to animate the helicoidal tunnel 133 | float2 uv = float2(IN.uv.x, IN.uv.y + (_Time.y * _Velocity)); 134 | 135 | // sample the texture 136 | fixed4 col = tex2D(_MainTex, uv); 137 | col = col * _Color * _Intensity; 138 | 139 | // fade out towards the higher UV.y values 140 | float alpha = col.a * smoothstep(_FadePosition, _FadePosition + _FadeThickness, IN.uv.y); 141 | 142 | return fixed4(col.rgb, alpha); 143 | } 144 | ``` 145 | 146 | ![Picture](./docs/5.jpg) 147 | 148 | ### Hemisphere Shader 149 | 150 | - Use `RenderType` `Opaque`. 151 | - Use `Queue` `Transparent+1` to make it render in between the mask and the tunnel. 152 | - `Cull Front` to only render the inner faces of the hemisphere. 153 | - Do a `Stencil Test` against the **Stencil Buffer**, check if the value is equals to 2, which is the value set by the shader that does the mask. 154 | 155 | ```c 156 | Tags { "RenderType"="Opaque" "Queue"="Transparent+1" } 157 | 158 | Cull Front 159 | 160 | Stencil 161 | { 162 | Ref 2 163 | Comp Equal 164 | } 165 | ``` 166 | 167 | - Use the parametrized **Velocity** and **Color**. 168 | 169 | ```c 170 | fixed4 frag (Varyings IN) : SV_Target 171 | { 172 | // sample the texture 173 | fixed4 col = tex2D(_MainTex, IN.uv + (_Time.y * _Velocity)); 174 | return col * _Color; 175 | } 176 | ``` 177 | 178 | ![Picture](./docs/6.jpg) 179 | 180 | ### Glow Shader 181 | 182 | - Use `RenderType` `Transparent` to be able to use the transparency in the alpha channel. 183 | - Use `Queue` `Transparent+3` to render it on top of everything. 184 | - Use `ZWrite Off` to make this truly transparent, and not write to the depth buffer, affecting other shaders. 185 | - Use `Blend SrcAlpha One` for additive transparency. 186 | 187 | ```c 188 | Tags { "RenderType"="Transparent" "Queue"="Transparent+3" } 189 | 190 | ZWrite Off 191 | 192 | Blend SrcAlpha One 193 | ``` 194 | 195 | ![Picture](./docs/7.jpg) 196 | 197 | ### Particle System 198 | 199 | - Add a particle system that spawns particles inside the tunnel. 200 | - Adjust velocity, force over time, color over time. 201 | 202 | #### Particles Shader 203 | 204 | - Use `RenderType` `Transparent` to be able to use the transparency in the alpha channel. 205 | - Use `Queue` `Transparent+3` to render it on top of everything. 206 | - Use `ZWrite Off` to make this truly transparent, and not write to the depth buffer, affecting other shaders. 207 | - Use `Blend SrcAlpha One` for additive transparency. 208 | - Do a `Stencil Test` against the **Stencil Buffer**, check if the value is equals to 2, which is the value set by the shader that does the mask. 209 | 210 | ```c 211 | Tags { "RenderType"="Opaque" "Queue"="Transparent+1" } 212 | 213 | Cull Front 214 | 215 | Stencil 216 | { 217 | Ref 2 218 | Comp Equal 219 | } 220 | ``` 221 | 222 | ##### Color Over Time 223 | 224 | - The Particle System needs a defined property in the vertex for the color. 225 | - That way the `Color Over Time` value gets passed down to the vertex and fragment shaders. 226 | - It then can be multiplied by our frag calculated color. 227 | 228 | ```c 229 | struct Attributes 230 | { 231 | ... 232 | fixed4 color : COLOR; 233 | }; 234 | 235 | struct Varyings 236 | { 237 | ... 238 | fixed4 color : COLOR; 239 | }; 240 | 241 | 242 | Varyings vert (Attributes IN) 243 | { 244 | ... 245 | OUT.color = IN.color; 246 | ... 247 | } 248 | 249 | fixed4 frag (Varyings IN) : SV_Target 250 | { 251 | ... 252 | // sample the texture 253 | fixed4 texel = tex2D(_MainTex, IN.uv); 254 | return texel * IN.color * _Color * _Intensity; 255 | } 256 | ``` 257 | 258 | ![Picture](./docs/8.jpg) 259 | -------------------------------------------------------------------------------- /blender/Models.blend: -------------------------------------------------------------------------------- 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