#ifndef COMMON_UTILITIES_INCLUDED #define COMMON_UTILITIES_INCLUDED // remaps a value based on a in:min/max and out:min/max // value = value to be remapped // remap = x = min in, y = max in, z = min out, w = max out float Remap(half value, half4 remap) { return remap.z + (value - remap.x) * (remap.w - remap.z) / (remap.y - remap.x); } // Converts greyscale height to normal // _tex = input texture(separate from a sampler) // _sampler = the sampler to use // _uv = uv coordinates // _intensity = intensity of the effect float3 HeightToNormal(Texture2D _tex, SamplerState _sampler, float2 _uv, half _intensity) { float3 bumpSamples; bumpSamples.x = _tex.Sample(_sampler, _uv).x; // Sample center bumpSamples.y = _tex.Sample(_sampler, float2(_uv.x + _intensity / _ScreenParams.x, _uv.y)).x; // Sample U bumpSamples.z = _tex.Sample(_sampler, float2(_uv.x, _uv.y + _intensity / _ScreenParams.y)).x; // Sample V half dHdU = bumpSamples.z - bumpSamples.x;//bump U offset half dHdV = bumpSamples.y - bumpSamples.x;//bump V offset return float3(-dHdU, dHdV, 0.5);//return tangent normal } // Simple noise from thebookofshaders.com // 2D Random float2 random(float2 st){ st = float2( dot(st,float2(127.1,311.7)), dot(st,float2(269.5,183.3)) ); return -1.0 + 2.0 * frac(sin(st) * 43758.5453123); } // 2D Noise based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (float2 st) { float2 i = floor(st); float2 f = frac(st); float2 u = f*f*(3.0-2.0*f); return lerp( lerp( dot( random(i), f), dot( random(i + float2(1.0,0.0) ), f - float2(1.0,0.0) ), u.x), lerp( dot( random(i + float2(0.0,1.0) ), f - float2(0.0,1.0) ), dot( random(i + float2(1.0,1.0) ), f - float2(1.0,1.0) ), u.x), u.y); } #endif // COMMON_UTILITIES_INCLUDED