Make the x-ray pulse an asymmetric rising curve
Replace the symmetric sine with a raised cosine raised to _XRayPulseShape: a long near-zero plateau, a slow rise and a short full peak. Both shader halves use the identical formula to stay in phase. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -55,7 +55,8 @@ float4 _OcclusionMap_TexelSize;
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// the separate XRayOverlay pass (SRPDefaultUnlit) covers the OCCLUDED parts. See CamoForwardFragment.
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half4 _XRayColor;
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half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (see CamoForwardFragment)
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half _XRayPulseStrength; // modulation depth of the pulse around the authored intensity
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half _XRayPulseStrength; // modulation depth: how far the trough dims below the full-intensity peak
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half _XRayPulseShape; // >1 bends the pulse: longer near-off plateau, rising to a brief full peak
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// Remaps the painted occlusion/height value into surface AO + a relief normal. Runs after URP's
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// InitializeStandardLitSurfaceData (uv is already parallax-displaced) and before InitializeInputData,
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@@ -298,9 +299,12 @@ void CamoForwardFragment(
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// same additive term here reveals the glow on the visible parts too. Visible (here) and occluded
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// (overlay, ZTest Greater) are mutually exclusive by depth => no double contribution. Added
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// post-fog to match the overlay, which outputs the raw color.
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// Breathing pulse (sin over _Time) on the glow master, matching the XRayOverlay pass exactly so the
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// visible and occluded halves stay in phase. Speed 0 => term is 1 => identical to no pulse.
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half xrayPulse = 1.0h + sin(_Time.y * _XRayPulseSpeed) * _XRayPulseStrength;
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// Asymmetric breathing pulse on the glow master, matching the XRayOverlay pass exactly so the visible
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// and occluded halves stay in phase. A raised cosine (0..1, peak once per cycle) raised to _XRayPulseShape
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// rises from a long near-off plateau to a brief peak; _XRayPulseStrength sets how deep the trough dims
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// (peak stays at the authored intensity). Speed 0 => cos term constant => steady glow.
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half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
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half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
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color.rgb += _XRayColor.rgb * (_XRayColor.a * xrayPulse);
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color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
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@@ -62,10 +62,13 @@ Shader "Custom/PlayerCamoLit"
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[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0,0,0,0)
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// Optional breathing pulse for the X-ray glow (driven by _Time). Speed 0 => steady, identical to
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// no pulse; strength = modulation depth around the authored intensity. Applied identically to the
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// visible (ForwardLit) and occluded (XRayOverlay) halves so they stay in phase.
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// no pulse; strength = modulation depth (how far the trough dims below the peak). Shape bends the
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// pulse into an asymmetric curve: 1 = smooth (raised-cosine) breathe, higher = a longer near-off
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// plateau that rises to a brief full-intensity peak. Applied identically to the visible (ForwardLit)
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// and occluded (XRayOverlay) halves so they stay in phase.
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_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
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_XRayPulseStrength("X-Ray Pulse Strength", Range(0,1)) = 0.5
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_XRayPulseShape("X-Ray Pulse Shape", Range(1,8)) = 3
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
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@@ -260,7 +263,8 @@ Shader "Custom/PlayerCamoLit"
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// SRP batcher, see PlayerCamo.hlsl), so there is no CBUFFER-layout match to keep here.
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half4 _XRayColor;
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half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (same math as the forward half)
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half _XRayPulseStrength; // modulation depth of the pulse around the authored intensity
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half _XRayPulseStrength; // modulation depth: how far the trough dims below the full-intensity peak
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half _XRayPulseShape; // >1 bends the pulse: longer near-off plateau, rising to a brief full peak
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struct XRayAttributes
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{
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@@ -289,10 +293,11 @@ Shader "Custom/PlayerCamoLit"
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Flat additive glow: HDR rgb is the reveal color, alpha the fade/opacity master.
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// Breathing pulse (sin over _Time) on the alpha master; kept in phase with the forward
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// half via the shared _Time and identical math. Speed 0 => term is 1 => steady glow.
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half xrayPulse = 1.0h + sin(_Time.y * _XRayPulseSpeed) * _XRayPulseStrength;
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// Flat additive glow: HDR rgb is the reveal color, alpha the fade/opacity master. Asymmetric
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// breathing pulse on the alpha master; kept in phase with the forward half via the shared
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// _Time and identical math. Speed 0 => term is 1 => steady glow. See CamoForwardFragment.
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half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
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half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
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return half4(_XRayColor.rgb, _XRayColor.a * xrayPulse);
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}
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ENDHLSL
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