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Merge pull request #474 from Unity-Technologies/feature/distortion

Feature/distortion
/stochastic_alpha_test
GitHub 7 年前
当前提交
95f1f3a0
共有 67 个文件被更改,包括 6603 次插入73 次删除
  1. 21
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  3. 78
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  5. 43
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  6. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  7. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  8. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  9. 101
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  10. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
  11. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
  13. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
  14. 1
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  16. 11
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  17. 3
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  18. 1001
      SampleScenes/HDTest/DistortionTest.unity
  19. 8
      SampleScenes/HDTest/DistortionTest.unity.meta
  20. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController.meta
  21. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture.meta
  22. 172
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat
  23. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat.meta
  24. 181
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat
  25. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat.meta
  26. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat
  27. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat.meta
  28. 179
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat
  29. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat.meta
  30. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat
  31. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat.meta
  32. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat
  33. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat.meta
  34. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat
  35. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat.meta
  36. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat
  37. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat.meta
  38. 184
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat
  39. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat.meta
  40. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat
  41. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta
  42. 1001
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
  43. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png.meta
  44. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10_alpha.tga.meta
  45. 60
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute
  46. 10
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute.meta
  47. 69
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller
  48. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller.meta
  49. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta
  50. 1001
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
  51. 275
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader
  52. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader.meta
  53. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset
  54. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset.meta
  55. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset
  56. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset.meta
  57. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat
  58. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat.meta
  59. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat.meta
  60. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset
  61. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset.meta
  62. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat
  63. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat.meta
  64. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat

21
SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Checker_White
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _DOUBLESIDEDENABLE_OFF _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

- _DetailNormalMapScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- _DistortionBlurSrcBlend: 1
- _DistortionDstBlend: 1
- _DistortionScale: 1
- _DistortionSrcBlend: 1
- _DoubleSidedNormalMode: 1
- _DoubleSidedNormalMode: 2
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1

- _EnableVertexDisplacement: 0
- _EnableWind: 0
- _GlossMapScale: 1
- _Glossiness: 0.5

- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _PerPixelDisplacementObjectScale: 1
- _RefractionMode: 0
- _RoughRefractionEnable: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2

- _UVDetail: 0
- _UVMappingPlanar: 0
- _UVSec: 0
- _VertexDisplacementObjectScale: 1
- _VertexDisplacementTilingScale: 1
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _DoubleSidedConstants: {r: -1, g: -1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
instance.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

78
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);

{
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
RenderGaussianPyramidColor(camera, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
RenderDistortion(m_CullResults, camera, renderContext, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness.
AccumulateDistortion(m_CullResults, camera, renderContext, cmd);
RenderDistortion(cmd, m_Asset.renderPipelineResources);
RenderPostProcesses(camera, cmd, postProcessLayer);
}

renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, stateBlock.Value);
}
void AccumulateDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.clear);
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderDistortion(CommandBuffer cmd, RenderPipelineResources resources)
{
using (new ProfilingSample(cmd, "ApplyDistortion"))
{
var size = new Vector4(m_CurrentWidth, m_CurrentHeight, 1f / m_CurrentWidth, 1f / m_CurrentHeight);
uint x, y, z;
resources.applyDistortionCS.GetKernelThreadGroupSizes(resources.applyDistortionKernel, out x, out y, out z);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DistortionTexture, m_DistortionBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._Size, size);
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._GaussianPyramidColorMipSize, Shader.GetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize));
cmd.DispatchCompute(resources.applyDistortionCS, resources.applyDistortionKernel, Mathf.CeilToInt(size.x / x), Mathf.CeilToInt(size.y / y), 1);
}
}
// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

}
}
void RenderDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ?
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample(cmd, "Post-processing"))

cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int s = CalculatePyramidSize(w, h);
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);

}
// END TEMP
}
}
static int CalculatePyramidSize(int w, int h)
{
return Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
}
}
}

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


velocity = inBuffer.xy;
}
void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer)
void EncodeDistortion(float2 distortion, float distortionBlur, bool isValidSource, out float4 outBuffer)
outBuffer = float4(distortion, 0.0, distortionBlur);
outBuffer = float4(distortion, isValidSource, distortionBlur);
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur)
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float distortionBlur, out bool isValidSource)
isValidSource = (inBuffer.z != 0.0);
}
void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)

43
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");

&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
if (refractionMode != null)
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
++EditorGUI.indentLevel;
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
}
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


// shared constant between lit and layered lit
float _AlphaCutoff;
float4 _DoubleSidedConstants;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float _PPDMaxSamples;
float _PPDMinSamples;

101
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{
protected static class StylesBaseUnlit
{
public static string TransparencyInputsText = "Transparency Inputs";
public static string optionText = "Surface options";
public static string surfaceTypeText = "Surface Type";
public static string blendModeText = "Blend Mode";

public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionVectorMapText = new GUIContent("Distortion Vector Map - Dist(RG) Blur(B)", "Vector Map for the distorsion - Dist(RG) Blur(B)");
public static GUIContent distortionBlendModeText = new GUIContent("Distortion Blend Mode", "Distortion Blend Mode");
public static GUIContent distortionScaleText = new GUIContent("Distortion Scale", "Distortion Scale");
public static GUIContent distortionBlurScaleText = new GUIContent("Distortion Blur Scale", "Distortion Blur Scale");
public static GUIContent distortionBlurRemappingText = new GUIContent("Distortion Blur Remapping", "Distortion Blur Remapping");
public static string advancedText = "Advanced Options";
}

protected const string kDistortionOnly = "_DistortionOnly";
protected MaterialProperty distortionDepthTest = null;
protected const string kDistortionDepthTest = "_DistortionDepthTest";
protected MaterialProperty distortionVectorMap = null;
protected const string kDistortionVectorMap = "_DistortionVectorMap";
protected MaterialProperty distortionBlendMode = null;
protected const string kDistortionBlendMode = "_DistortionBlendMode";
protected MaterialProperty distortionScale = null;
protected const string kDistortionScale = "_DistortionScale";
protected MaterialProperty distortionBlurScale = null;
protected const string kDistortionBlurScale = "_DistortionBlurScale";
protected MaterialProperty distortionBlurRemapMin = null;
protected const string kDistortionBlurRemapMin = "_DistortionBlurRemapMin";
protected MaterialProperty distortionBlurRemapMax = null;
protected const string kDistortionBlurRemapMax = "_DistortionBlurRemapMax";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

distortionEnable = FindProperty(kDistortionEnable, props, false);
distortionOnly = FindProperty(kDistortionOnly, props, false);
distortionDepthTest = FindProperty(kDistortionDepthTest, props, false);
distortionVectorMap = FindProperty(kDistortionVectorMap, props, false);
distortionBlendMode = FindProperty(kDistortionBlendMode, props, false);
distortionScale = FindProperty(kDistortionScale, props, false);
distortionBlurScale = FindProperty(kDistortionBlurScale, props, false);
distortionBlurRemapMin = FindProperty(kDistortionBlurRemapMin, props, false);
distortionBlurRemapMax = FindProperty(kDistortionBlurRemapMax, props, false);
}
void SurfaceTypePopup()

if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
BlendModePopup();
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel--;
}
}
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);
if (alphaCutoffEnable.floatValue == 1.0f)

EditorGUI.indentLevel--;
}
protected void DoDistortionInputsGUI()
{
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionBlendMode, StylesBaseUnlit.distortionBlendModeText);
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(StylesBaseUnlit.distortionVectorMapText, distortionVectorMap);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionScale, StylesBaseUnlit.distortionScaleText);
m_MaterialEditor.ShaderProperty(distortionBlurScale, StylesBaseUnlit.distortionBlurScaleText);
float remapMin = distortionBlurRemapMin.floatValue;
float remapMax = distortionBlurRemapMax.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(StylesBaseUnlit.distortionBlurRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
distortionBlurRemapMin.floatValue = remapMin;
distortionBlurRemapMax.floatValue = remapMax;
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
}
static public void SetKeyword(Material m, string keyword, bool state)
{
if (state)

else
{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
}
var distortionBlendMode = material.GetInt(kDistortionBlendMode);
switch (distortionBlendMode)
{
default:
case 0: // Add
{
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Max);
break;
}
case 1: // Multiply
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Add);
break;
}
}

12
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}
protected override void VertexAnimationPropertiesGUI()

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl


#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl


float4 _Color;
float4 _Color;
TEXTURE2D(_ColorMap);
SAMPLER2D(sampler_ColorMap);

float _EmissiveIntensity;
float _AlphaCutoff;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.

1
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


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type: 3}
buildDispatchIndirectShader: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14,

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11
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
public ComputeShader applyDistortionCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;

public Shader GGXConvolve;
public Shader skyboxCubemap;
public int applyDistortionKernel { get; private set; }
void OnEnable()
{
applyDistortionKernel = -1;
if (applyDistortionCS != null)
applyDistortionKernel = applyDistortionCS.FindKernel("KMain");
}
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
float4 outBuffer;
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, outBuffer);
// Mark this pixel as eligible as source for distortion
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, true, outBuffer);
return outBuffer;
}

1001
SampleScenes/HDTest/DistortionTest.unity
文件差异内容过多而无法显示
查看文件

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SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat


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SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
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60
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
RW_TEXTURE2D(float4, _CameraColorTexture);
SamplerState sampler_GaussianPyramidColorTexture;
CBUFFER_START(cb)
float4 _Size;
float4 _GaussianPyramidColorMipSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// We use a bias when fetching distortion source pixels
// This avoid artifacts when a distortion is overlapped by an opaque object
const float _FetchBias = 0.9;
// Get distortion values
float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId);
float2 distortion;
float distortionBlur;
bool distortionIsSourceValid;
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;
// 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);
_CameraColorTexture[dispatchThreadId] = sampled;
}

10
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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller


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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta


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275
SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader


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;
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return r;
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{
float r = float(0.0);
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{
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v *= f;
a *= a;
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return r;
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ENDCG
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float blur = s.z;
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#pragma vertex CustomRenderTextureVertexShader
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float4 frag(v2f_customrendertexture IN) : COLOR
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#pragma fragment frag
#pragma target 3.0
float2 circlePoint(float2 p)
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SDF_VORONOI(circlePoint, sdfVoronoi)
SDF_GRADIENT(sdfVoronoi, sdfVoronoiGrad)
float4 frag(v2f_customrendertexture IN) : COLOR
{
float2 uv = IN.globalTexcoord.xy * _Size;
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v = v * v * v;
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ENDCG
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