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