Art(shader): Emissive-Gloam master shader (in-shader flicker cadence)

ProjectM/EmissiveGloam — URP HLSL, HDR emission (Bloom-catching), with the
readability 'steady=true / flicker=false' channel as a material param
(_FlickerAmount), no script. Applied to the staging flora bulbs (cold, flicker).
The other two master shaders already exist (Lit URP graph, AnimatedLitShader).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-14 21:49:05 -07:00
parent 27b41a37a4
commit 593897d978
5 changed files with 153 additions and 45 deletions
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// Emissive-Gloam — the LANTERN "true vs false light" master shader.
// One shader is the whole palette rule: hue = warm(ours)/cold(gloam)/lure; and the
// load-bearing readability channel is CADENCE — _FlickerAmount 0 = STEADY (true light),
// >0 = guttering FALSE light. Flicker lives in-shader (uses _Time), so it needs no script
// and reads in edit + play. HDR emission so URP Bloom catches it. Unlit: these are glows.
Shader "ProjectM/EmissiveGloam"
{
Properties
{
[HDR] _EmissionColor ("Emission (HDR)", Color) = (0.1, 0.8, 0.5, 1)
_FlickerAmount ("Flicker Amount (0=steady/true, 1=false)", Range(0,1)) = 0.0
_FlickerSpeed ("Flicker Speed", Float) = 6.0
_Seed ("Per-material phase seed", Float) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" }
Pass
{
Name "EmissiveGloamUnlit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes { float4 positionOS : POSITION; };
struct Varyings { float4 positionHCS : SV_POSITION; };
CBUFFER_START(UnityPerMaterial)
half4 _EmissionColor;
half _FlickerAmount;
half _FlickerSpeed;
half _Seed;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float t = _Time.y * _FlickerSpeed + _Seed;
// layered sines -> an organic guttering wave in [-1,1]
float wave = 0.6 * sin(t) + 0.4 * sin(t * 2.37 + 1.3);
// f = 1 when steady (_FlickerAmount==0); dips toward (1-_FlickerAmount) as it gutters
float f = 1.0 - _FlickerAmount * (0.5 - 0.5 * wave);
return half4(_EmissionColor.rgb * f, 1.0);
}
ENDHLSL
}
}
Fallback Off
}
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