GitHub
7 年前
当前提交
17bdc932
共有 73 个文件被更改,包括 6641 次插入 和 97 次删除
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21SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
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18ScriptableRenderPipeline/Core/ShaderLibrary/BSDF.hlsl
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9ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl
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1ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
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78ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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7ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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5ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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43ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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23ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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13ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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101ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
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13ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
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1ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
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2ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
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11ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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3ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
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1001SampleScenes/HDTest/DistortionTest.unity
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8SampleScenes/HDTest/DistortionTest.unity.meta
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10SampleScenes/HDTest/GraphicTest/Common/AnimationController.meta
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture.meta
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172SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat.meta
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181SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat.meta
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182SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat.meta
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179SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat.meta
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182SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat.meta
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176SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat.meta
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185SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat.meta
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185SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat.meta
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184SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat.meta
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176SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat
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10SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta
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1001SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
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117SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png.meta
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117SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10_alpha.tga.meta
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60ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute
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10ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute.meta
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69SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller
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10SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller.meta
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10SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta
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1001SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
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275SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader.meta
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48SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset.meta
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48SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset.meta
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179SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat.meta
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat.meta
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48SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset.meta
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179SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat
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10SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat.meta
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179SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat
1001
SampleScenes/HDTest/DistortionTest.unity
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#include "../../Core/ShaderLibrary/Common.hlsl" |
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#include "../Material/Builtin/BuiltinData.hlsl" |
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|
|||
TEXTURE2D(_DistortionTexture); |
|||
TEXTURE2D(_GaussianPyramidColorTexture); |
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RW_TEXTURE2D(float4, _CameraColorTexture); |
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|
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SamplerState sampler_GaussianPyramidColorTexture; |
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|
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CBUFFER_START(cb) |
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float4 _Size; |
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float4 _GaussianPyramidColorMipSize; |
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CBUFFER_END |
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|
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#pragma kernel KMain |
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[numthreads(8, 8, 1)] |
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
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{ |
|||
// We use a bias when fetching distortion source pixels |
|||
// This avoid artifacts when a distortion is overlapped by an opaque object |
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const float _FetchBias = 0.9; |
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|
|||
// Get distortion values |
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float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId); |
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|
|||
float2 distortion; |
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float distortionBlur; |
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bool distortionIsSourceValid; |
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DecodeDistortion(encodedDistortion, distortion, distortionBlur, distortionIsSourceValid); |
|||
|
|||
// Reject the pixel if it is not in the distortion mask |
|||
if (!distortionIsSourceValid) |
|||
return; |
|||
|
|||
int2 distortedEncodedDistortionId = dispatchThreadId + int2(distortion); |
|||
|
|||
// Reject distortion if we try to fetch a pixel out of the buffer |
|||
if (any(distortedEncodedDistortionId < 0) |
|||
|| any(distortedEncodedDistortionId > int2(_Size.xy))) |
|||
return; |
|||
|
|||
// We fetch a second time the _DistortionTexture for the at the distorded coordinate |
|||
// Then we check if this pixels is in the distorded mask (eg: behind any distorted object) |
|||
// Otherwise we reject the distortion |
|||
float2 distordedDistortion; |
|||
float distordedDistortionBlur; |
|||
bool distordedIsSourceValid; |
|||
float4 encodedDistordedDistortion = LOAD_TEXTURE2D(_DistortionTexture, distortedEncodedDistortionId); |
|||
DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur, distordedIsSourceValid); |
|||
|
|||
if (!distordedIsSourceValid) |
|||
return; |
|||
|
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// Get source pixel for distortion |
|||
float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw; |
|||
float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distortionBlur, 0.0, 1.0); |
|||
float4 sampled = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, distordedUV, mip); |
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|
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_CameraColorTexture[dispatchThreadId] = sampled; |
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} |
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|
|||
Shader "Hidden/HDRenderPipeline/Test/DistortionMap"{ |
|||
Properties |
|||
{ |
|||
_Size("Size", Float) = 1 |
|||
_DistortionAmplitude("Distortion Amplitude", Float) = 1 |
|||
_NoiseAmplitude("Noise Amplitude", Range(0, 1)) = 0.5 |
|||
_NoiseLacunarity("Noise Lacunarity", Range(0, 10)) = 2 |
|||
} |
|||
|
|||
CGINCLUDE |
|||
|
|||
const float Pi = 3.14159265359; |
|||
|
|||
float _Size; |
|||
float _DistortionAmplitude; |
|||
float _NoiseAmplitude; |
|||
float _NoiseLacunarity; |
|||
|
|||
float3 permute(float3 x) { return ((x*34.0) + 1.0)*x % 289.0; } |
|||
|
|||
float2 rand2(float2 p) |
|||
{ |
|||
return frac(sin(float2(dot(p, float2(64321.9843, 8143.18321)), dot(p, float2(8312.153, 3218.1984)))) * 13218.2165); |
|||
} |
|||
|
|||
#define SDF_VORONOI(pointTransform, name) float name(float2 value)\ |
|||
{\ |
|||
float2 o = floor(value);\ |
|||
float2 f = frac(value);\ |
|||
float r = 1;\ |
|||
for (int y = -1; y <= 1; ++y)\ |
|||
{\ |
|||
for (int x = -1; x <= 1; ++x)\ |
|||
{\ |
|||
float2 cell = float2(float(x), float(y));\ |
|||
float2 pCS = rand2(cell + o);\ |
|||
pCS = pointTransform(pCS);\ |
|||
float2 diff = cell + pCS - f;\ |
|||
float dist = length(diff);\ |
|||
\ |
|||
r = min(r, dist);\ |
|||
}\ |
|||
}\ |
|||
\ |
|||
return r;\ |
|||
} |
|||
|
|||
#define SDF_GRADIENT(sdf, name) float2 name(float2 value)\ |
|||
{\ |
|||
const float2 d = float2(0.0, 0.0001);\ |
|||
float f00 = sdf(value + d.xx);\ |
|||
float f01 = sdf(value + d.xy);\ |
|||
float f10 = sdf(value + d.yx);\ |
|||
float f11 = sdf(value + d.yy);\ |
|||
return float2((f10 - f00 + f11 - f10) * 0.5, (f01 - f00 + f11 - f10) * 0.5);\ |
|||
} |
|||
|
|||
float snoise(float2 v) { |
|||
const float4 C = float4(0.211324865405187, 0.366025403784439, |
|||
-0.577350269189626, 0.024390243902439); |
|||
float2 i = floor(v + dot(v, C.yy)); |
|||
float2 x0 = v - i + dot(i, C.xx); |
|||
float2 i1; |
|||
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); |
|||
float4 x12 = x0.xyxy + C.xxzz; |
|||
x12.xy -= i1; |
|||
i = i % 289.0; |
|||
float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) |
|||
+ i.x + float3(0.0, i1.x, 1.0)); |
|||
float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), |
|||
dot(x12.zw, x12.zw)), 0.0); |
|||
m = m*m; |
|||
m = m*m; |
|||
float3 x = 2.0 * frac(p * C.www) - 1.0; |
|||
float3 h = abs(x) - 0.5; |
|||
float3 ox = floor(x + 0.5); |
|||
float3 a0 = x - ox; |
|||
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); |
|||
float3 g; |
|||
g.x = a0.x * x0.x + h.x * x0.y; |
|||
g.yz = a0.yz * x12.xz + h.yz * x12.yw; |
|||
return 130.0 * dot(m, g); |
|||
} |
|||
|
|||
float4 permute(float4 x) { return ((x*34.0) + 1.0)*x % 289.0; } |
|||
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } |
|||
|
|||
float snoise(float3 v) { |
|||
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); |
|||
const float4 D = float4(0.0, 0.5, 1.0, 2.0); |
|||
|
|||
// First corner |
|||
float3 i = floor(v + dot(v, C.yyy)); |
|||
float3 x0 = v - i + dot(i, C.xxx); |
|||
|
|||
// Other corners |
|||
float3 g = step(x0.yzx, x0.xyz); |
|||
float3 l = 1.0 - g; |
|||
float3 i1 = min(g.xyz, l.zxy); |
|||
float3 i2 = max(g.xyz, l.zxy); |
|||
|
|||
// x0 = x0 - 0. + 0.0 * C |
|||
float3 x1 = x0 - i1 + 1.0 * C.xxx; |
|||
float3 x2 = x0 - i2 + 2.0 * C.xxx; |
|||
float3 x3 = x0 - 1. + 3.0 * C.xxx; |
|||
|
|||
// Permutations |
|||
i = i % 289.0; |
|||
float4 p = permute(permute(permute( |
|||
i.z + float4(0.0, i1.z, i2.z, 1.0)) |
|||
+ i.y + float4(0.0, i1.y, i2.y, 1.0)) |
|||
+ i.x + float4(0.0, i1.x, i2.x, 1.0)); |
|||
|
|||
// Gradients |
|||
// ( N*N points uniformly over a square, mapped onto an octahedron.) |
|||
float n_ = 1.0 / 7.0; // N=7 |
|||
float3 ns = n_ * D.wyz - D.xzx; |
|||
|
|||
float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) |
|||
|
|||
float4 x_ = floor(j * ns.z); |
|||
float4 y_ = floor(j - 7.0 * x_); // mod(j,N) |
|||
|
|||
float4 x = x_ *ns.x + ns.yyyy; |
|||
float4 y = y_ *ns.x + ns.yyyy; |
|||
float4 h = 1.0 - abs(x) - abs(y); |
|||
|
|||
float4 b0 = float4(x.xy, y.xy); |
|||
float4 b1 = float4(x.zw, y.zw); |
|||
|
|||
float4 s0 = floor(b0)*2.0 + 1.0; |
|||
float4 s1 = floor(b1)*2.0 + 1.0; |
|||
float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0)); |
|||
|
|||
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy; |
|||
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww; |
|||
|
|||
float3 p0 = float3(a0.xy, h.x); |
|||
float3 p1 = float3(a0.zw, h.y); |
|||
float3 p2 = float3(a1.xy, h.z); |
|||
float3 p3 = float3(a1.zw, h.w); |
|||
|
|||
//Normalise gradients |
|||
float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
|||
p0 *= norm.x; |
|||
p1 *= norm.y; |
|||
p2 *= norm.z; |
|||
p3 *= norm.w; |
|||
|
|||
// Mix final noise value |
|||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); |
|||
m = m * m; |
|||
return 42.0 * dot(m*m, float4(dot(p0, x0), dot(p1, x1), |
|||
dot(p2, x2), dot(p3, x3))); |
|||
} |
|||
|
|||
float3 fbm2x3(float2 v, float a, float f) |
|||
{ |
|||
float3 r = float3(0.0, 0.0, 0.0); |
|||
|
|||
for (int i = 0; i < 6; ++i) |
|||
{ |
|||
r += a * float3(snoise(v), snoise(v * 1.18142), snoise(v * 0.974236)); |
|||
v *= f; |
|||
a *= a; |
|||
} |
|||
|
|||
return r; |
|||
} |
|||
|
|||
float fbm3(float3 v, float a, float f) |
|||
{ |
|||
float r = float(0.0); |
|||
|
|||
for (int i = 0; i < 6; ++i) |
|||
{ |
|||
r += a * snoise(v); |
|||
v *= f; |
|||
a *= a; |
|||
} |
|||
|
|||
return r; |
|||
} |
|||
ENDCG |
|||
|
|||
SubShader |
|||
{ |
|||
Lighting Off |
|||
Blend One Zero |
|||
|
|||
Pass |
|||
{ |
|||
Name "2DNoise" |
|||
|
|||
CGPROGRAM |
|||
#include "UnityCustomRenderTexture.cginc" |
|||
#pragma vertex CustomRenderTextureVertexShader |
|||
#pragma fragment frag |
|||
#pragma target 3.0 |
|||
|
|||
float4 frag(v2f_customrendertexture IN) : COLOR |
|||
{ |
|||
float2 p = _Size * IN.globalTexcoord.xy; |
|||
float3 s = fbm2x3(p, _NoiseAmplitude, _NoiseLacunarity * (_SinTime.w * 0.1 + 1.0)); |
|||
|
|||
float2 distortion = s.xy * _DistortionAmplitude; |
|||
float blur = s.z; |
|||
|
|||
return float4(distortion, blur, 1.0); |
|||
} |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Ripple" |
|||
|
|||
CGPROGRAM |
|||
#include "UnityCustomRenderTexture.cginc" |
|||
#pragma vertex CustomRenderTextureVertexShader |
|||
#pragma fragment frag |
|||
#pragma target 3.0 |
|||
|
|||
float4 frag(v2f_customrendertexture IN) : COLOR |
|||
{ |
|||
float s = _Size * (cos(_Time.w * 0.5) * 0.1 + 1); |
|||
|
|||
float3 n3 = fbm2x3(IN.globalTexcoord.xy * 5, _NoiseAmplitude, _NoiseLacunarity); |
|||
float n = fbm3(n3 + IN.globalTexcoord.xyx + _Time.w * 0.1, _NoiseAmplitude, _NoiseLacunarity); |
|||
float t = sin(n * 5 + _Time.w * 0.5) * 0.5 + 0.5; |
|||
|
|||
float2 distortion = sin(n3.xy * s) * _DistortionAmplitude; |
|||
|
|||
float blur = (min(t, 1-t) * 2); |
|||
|
|||
return float4(distortion, blur, 1.0); |
|||
} |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Voronoi" |
|||
|
|||
CGPROGRAM |
|||
#include "UnityCustomRenderTexture.cginc" |
|||
#pragma vertex CustomRenderTextureVertexShader |
|||
#pragma fragment frag |
|||
#pragma target 3.0 |
|||
|
|||
float2 circlePoint(float2 p) |
|||
{ |
|||
p = 0.5 + 0.5 * sin(_Time.w * 0.2 + 6.2831 * p); |
|||
return p; |
|||
} |
|||
|
|||
SDF_VORONOI(circlePoint, sdfVoronoi) |
|||
SDF_GRADIENT(sdfVoronoi, sdfVoronoiGrad) |
|||
|
|||
float4 frag(v2f_customrendertexture IN) : COLOR |
|||
{ |
|||
float2 uv = IN.globalTexcoord.xy * _Size; |
|||
float v = sdfVoronoi(uv); |
|||
v = v * v * v; |
|||
|
|||
float2 distortion = sdfVoronoiGrad(uv); |
|||
|
|||
float blur = v; |
|||
|
|||
return float4(distortion, blur, 1.0); |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
} |
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- _HeightCenter: 0.5 |
|||
- _HeightMax: 1 |
|||
- _HeightMin: -1 |
|||
- _IOR: 1 |
|||
- _InitialBend: 1 |
|||
- _MaterialID: 1 |
|||
- _Metallic: 0 |
|||
- _NoiseAmplitude: 0.401 |
|||
- _NoiseLacunarity: 2.81 |
|||
- _NormalMapSpace: 0 |
|||
- _NormalScale: 1 |
|||
- _PPDLodThreshold: 5 |
|||
- _PPDMaxSamples: 15 |
|||
- _PPDMinSamples: 5 |
|||
- _PerPixelDisplacementObjectScale: 1 |
|||
- _RefractionMode: 0 |
|||
- _ShiverDirectionality: 0.5 |
|||
- _ShiverDrag: 0.2 |
|||
- _Size: 5 |
|||
- _Smoothness: 1 |
|||
- _SmoothnessRemapMax: 1 |
|||
- _SmoothnessRemapMin: 0 |
|||
- _SrcBlend: 1 |
|||
- _StencilRef: 2 |
|||
- _Stiffness: 1 |
|||
- _SubsurfaceProfile: 0 |
|||
- _SubsurfaceRadius: 1 |
|||
- _SurfaceType: 0 |
|||
- _TexWorldScale: 1 |
|||
- _Thickness: 1 |
|||
- _ThicknessMultiplier: 1 |
|||
- _UVBase: 0 |
|||
- _UVDetail: 0 |
|||
- _VertexDisplacementObjectScale: 1 |
|||
- _VertexDisplacementTilingScale: 1 |
|||
- _ZTestMode: 8 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _Color: {r: 0.6691177, g: 0.30503896, b: 0.30503896, a: 1} |
|||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} |
|||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _RidgeThreshold: {r: 0.2, g: 0.2, b: 0.3, a: 0} |
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} |
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