ProjectDDD/Assets/Plugins/AllIn1VfxToolkit/Shaders/EditorShaders/AllIn1VfxFractalNoise.shader
2025-07-08 19:46:31 +09:00

155 lines
5.0 KiB
GLSL

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
}
}
}