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 } } }