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275 行
8.0 KiB

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
}
}
}