Shader "AllIn1Vfx/Noises/AllIn1VfxFractalNoise" { Properties { _ScaleX("Scale X", Range(0.1, 100)) = 4 _ScaleY("Scale Y", Range(0.1, 100)) = 4 _StartBand("Start Band", Range(0.1, 10)) = 1 _EndBand("End Band", Range(0.1, 10)) = 8 _Offset("Offset", Range(-100, 100)) = 1 _Contrast("Contrast", Range (0, 10)) = 1 _Brightness("Brightness", Range (-1, 1)) = 0 [MaterialToggle] _Invert("Invert?", Float) = 0 [MaterialToggle] _Fractal("Fractal?", Float) = 0 } SubShader { Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 Mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 PermuteFloat4(float4 x) { return Mod289(((x * 34.0) + 1.0) * x); } float4 TaylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float2 FadeFloat2(float2 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float3 FadeFloat3(float3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float PerlinNoise(float2 P, float2 rep) { float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); float4 Pf = frac(P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); Pi = fmod(Pi, rep.xyxy); Pi = Mod289(Pi); float4 ix = Pi.xzxz; float4 iy = Pi.yyww; float4 fx = Pf.xzxz; float4 fy = Pf.yyww; float4 i = PermuteFloat4(PermuteFloat4(ix) + iy); float4 gx = frac(i * (1.0 / 41.0)) * 2.0 - 1.0; float4 gy = abs(gx) - 0.5; float4 tx = floor(gx + 0.5); gx = gx - tx; float2 g00 = float2(gx.x, gy.x); float2 g10 = float2(gx.y, gy.y); float2 g01 = float2(gx.z, gy.z); float2 g11 = float2(gx.w, gy.w); float4 norm = TaylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = FadeFloat2(Pf.xy); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } float NoiseManger(float2 st, int scale_x, int scale_y, float seed, float scale_value, int start_band, int end_band, float persistance, int type) { float accum = 0.0; float sx = scale_x; float sy = scale_y; float sv = scale_value; for (int i = 1; i <= 16; i += 1) { if (i >= start_band && i <= end_band) { if (type == 0) accum += (PerlinNoise(float3(st.x * sx, st.y * sy, seed), float3(sx, sy, 1000.)) * 0.5 + 0.5) * sv; else accum += abs(PerlinNoise(float3(st.x * sx, st.y * sy, seed), float3(sx, sy, 1000.))) * sv; sv *= persistance; seed += 1.; } sx *= 2.0; sy *= 2.0; } if (type == 2) accum = 1 - accum; return accum; } half _ScaleX, _ScaleY, _Offset, _StartBand, _EndBand, _Fractal, _Invert, _Contrast, _Brightness; fixed4 frag(v2f i) : SV_Target { i.uv.x += _Offset * 1.3234; i.uv.y += _Offset * 0.8734; float result = NoiseManger(i.uv, _ScaleX, _ScaleY, _Offset * 9745, 0.7, _StartBand, _EndBand, 0.5, 1 - _Fractal); if(_Invert) result = 1 - result; result = saturate((result - 0.5) * _Contrast + 0.5 + _Brightness); return half4(result, result, result, 1); } ENDCG } } }