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275 行
8.0 KiB
275 行
8.0 KiB
Shader "Hidden/HDRenderPipeline/Test/DistortionMap"{
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Properties
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{
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_Size("Size", Float) = 1
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_DistortionAmplitude("Distortion Amplitude", Float) = 1
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_NoiseAmplitude("Noise Amplitude", Range(0, 1)) = 0.5
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_NoiseLacunarity("Noise Lacunarity", Range(0, 10)) = 2
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}
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CGINCLUDE
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const float Pi = 3.14159265359;
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float _Size;
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float _DistortionAmplitude;
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float _NoiseAmplitude;
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float _NoiseLacunarity;
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float3 permute(float3 x) { return ((x*34.0) + 1.0)*x % 289.0; }
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float2 rand2(float2 p)
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{
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return frac(sin(float2(dot(p, float2(64321.9843, 8143.18321)), dot(p, float2(8312.153, 3218.1984)))) * 13218.2165);
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}
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#define SDF_VORONOI(pointTransform, name) float name(float2 value)\
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{\
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float2 o = floor(value);\
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float2 f = frac(value);\
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float r = 1;\
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for (int y = -1; y <= 1; ++y)\
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{\
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for (int x = -1; x <= 1; ++x)\
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{\
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float2 cell = float2(float(x), float(y));\
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float2 pCS = rand2(cell + o);\
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pCS = pointTransform(pCS);\
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float2 diff = cell + pCS - f;\
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float dist = length(diff);\
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\
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r = min(r, dist);\
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}\
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}\
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\
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return r;\
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}
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#define SDF_GRADIENT(sdf, name) float2 name(float2 value)\
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{\
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const float2 d = float2(0.0, 0.0001);\
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float f00 = sdf(value + d.xx);\
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float f01 = sdf(value + d.xy);\
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float f10 = sdf(value + d.yx);\
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float f11 = sdf(value + d.yy);\
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return float2((f10 - f00 + f11 - f10) * 0.5, (f01 - f00 + f11 - f10) * 0.5);\
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}
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float snoise(float2 v) {
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const float4 C = float4(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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float2 i = floor(v + dot(v, C.yy));
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float2 x0 = v - i + dot(i, C.xx);
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float2 i1;
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i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = i % 289.0;
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float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
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+ i.x + float3(0.0, i1.x, 1.0));
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float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy),
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dot(x12.zw, x12.zw)), 0.0);
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m = m*m;
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m = m*m;
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float3 x = 2.0 * frac(p * C.www) - 1.0;
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float3 h = abs(x) - 0.5;
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float3 ox = floor(x + 0.5);
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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float4 permute(float4 x) { return ((x*34.0) + 1.0)*x % 289.0; }
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float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(float3 v) {
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
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const float4 D = float4(0.0, 0.5, 1.0, 2.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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// x0 = x0 - 0. + 0.0 * C
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float3 x1 = x0 - i1 + 1.0 * C.xxx;
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float3 x2 = x0 - i2 + 2.0 * C.xxx;
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float3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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i = i % 289.0;
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float4 p = permute(permute(permute(
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i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
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// Gradients
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// ( N*N points uniformly over a square, mapped onto an octahedron.)
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float n_ = 1.0 / 7.0; // N=7
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float3 ns = n_ * D.wyz - D.xzx;
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float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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float4 x_ = floor(j * ns.z);
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float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
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float4 x = x_ *ns.x + ns.yyyy;
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float4 y = y_ *ns.x + ns.yyyy;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4(x.xy, y.xy);
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float4 b1 = float4(x.zw, y.zw);
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float4 s0 = floor(b0)*2.0 + 1.0;
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float4 s1 = floor(b1)*2.0 + 1.0;
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float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
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float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
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float3 p0 = float3(a0.xy, h.x);
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float3 p1 = float3(a0.zw, h.y);
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float3 p2 = float3(a1.xy, h.z);
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float3 p3 = float3(a1.zw, h.w);
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//Normalise gradients
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float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, float4(dot(p0, x0), dot(p1, x1),
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dot(p2, x2), dot(p3, x3)));
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}
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float3 fbm2x3(float2 v, float a, float f)
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{
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float3 r = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < 6; ++i)
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{
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r += a * float3(snoise(v), snoise(v * 1.18142), snoise(v * 0.974236));
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v *= f;
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a *= a;
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}
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return r;
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}
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float fbm3(float3 v, float a, float f)
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{
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float r = float(0.0);
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for (int i = 0; i < 6; ++i)
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{
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r += a * snoise(v);
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v *= f;
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a *= a;
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}
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return r;
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}
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ENDCG
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SubShader
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{
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Lighting Off
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Blend One Zero
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Pass
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{
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Name "2DNoise"
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CGPROGRAM
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.0
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float4 frag(v2f_customrendertexture IN) : COLOR
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{
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float2 p = _Size * IN.globalTexcoord.xy;
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float3 s = fbm2x3(p, _NoiseAmplitude, _NoiseLacunarity * (_SinTime.w * 0.1 + 1.0));
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float2 distortion = s.xy * _DistortionAmplitude;
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float blur = s.z;
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return float4(distortion, blur, 1.0);
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}
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ENDCG
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}
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Pass
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{
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Name "Ripple"
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CGPROGRAM
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.0
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float4 frag(v2f_customrendertexture IN) : COLOR
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{
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float s = _Size * (cos(_Time.w * 0.5) * 0.1 + 1);
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float3 n3 = fbm2x3(IN.globalTexcoord.xy * 5, _NoiseAmplitude, _NoiseLacunarity);
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float n = fbm3(n3 + IN.globalTexcoord.xyx + _Time.w * 0.1, _NoiseAmplitude, _NoiseLacunarity);
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float t = sin(n * 5 + _Time.w * 0.5) * 0.5 + 0.5;
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float2 distortion = sin(n3.xy * s) * _DistortionAmplitude;
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float blur = (min(t, 1-t) * 2);
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return float4(distortion, blur, 1.0);
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}
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ENDCG
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}
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Pass
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{
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Name "Voronoi"
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CGPROGRAM
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.0
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float2 circlePoint(float2 p)
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{
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p = 0.5 + 0.5 * sin(_Time.w * 0.2 + 6.2831 * p);
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return p;
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}
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SDF_VORONOI(circlePoint, sdfVoronoi)
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SDF_GRADIENT(sdfVoronoi, sdfVoronoiGrad)
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float4 frag(v2f_customrendertexture IN) : COLOR
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{
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float2 uv = IN.globalTexcoord.xy * _Size;
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float v = sdfVoronoi(uv);
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v = v * v * v;
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float2 distortion = sdfVoronoiGrad(uv);
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float blur = v;
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return float4(distortion, blur, 1.0);
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}
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ENDCG
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}
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}
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}
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