organisation & splat changes
This commit is contained in:
8
Assets/7_Shaders/Vertex Snapping/HLSL.meta
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Assets/7_Shaders/Vertex Snapping/HLSL.meta
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118
Assets/7_Shaders/Vertex Snapping/HLSL/CustomLighting.hlsl
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118
Assets/7_Shaders/Vertex Snapping/HLSL/CustomLighting.hlsl
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||||
#ifndef CUSTOM_LIGHTING_INCLUDED
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||||
#define CUSTOM_LIGHTING_INCLUDED
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||||
|
||||
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
|
||||
{
|
||||
#if SHADERGRAPH_PREVIEW
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||||
Direction = float3(0.5, 0.5, 0);
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||||
Color = 1;
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||||
DistanceAtten = 1;
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||||
ShadowAtten = 1;
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||||
#else
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||||
#if SHADOWS_SCREEN
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||||
float4 clipPos = TransformWorldToHClip(WorldPos);
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||||
float4 shadowCoord = ComputeScreenPos(clipPos);
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||||
#else
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||||
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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||||
#endif
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||||
Light mainLight = GetMainLight(shadowCoord);
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||||
Direction = mainLight.direction;
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Color = mainLight.color;
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||||
DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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||||
#endif
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||||
}
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||||
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||||
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
|
||||
{
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||||
#if SHADERGRAPH_PREVIEW
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||||
Direction = half3(0.5, 0.5, 0);
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||||
Color = 1;
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||||
DistanceAtten = 1;
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||||
ShadowAtten = 1;
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||||
#else
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||||
#if SHADOWS_SCREEN
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||||
half4 clipPos = TransformWorldToHClip(WorldPos);
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||||
half4 shadowCoord = ComputeScreenPos(clipPos);
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||||
#else
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||||
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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||||
#endif
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||||
Light mainLight = GetMainLight(shadowCoord);
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||||
Direction = mainLight.direction;
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||||
Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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#endif
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||||
}
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||||
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||||
void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
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||||
{
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#if SHADERGRAPH_PREVIEW
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Out = 0;
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#else
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
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#endif
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}
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void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out)
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||||
{
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#if SHADERGRAPH_PREVIEW
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Out = 0;
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#else
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness);
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#endif
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}
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void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
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||||
{
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float3 diffuseColor = 0;
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float3 specularColor = 0;
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||||
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#ifndef SHADERGRAPH_PREVIEW
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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||||
{
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Light light = GetAdditionalLight(i, WorldPosition);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
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||||
}
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#endif
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Diffuse = diffuseColor;
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Specular = specularColor;
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||||
}
|
||||
|
||||
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
|
||||
{
|
||||
half3 diffuseColor = 0;
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||||
half3 specularColor = 0;
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||||
|
||||
#ifndef SHADERGRAPH_PREVIEW
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||||
Smoothness = exp2(10 * Smoothness + 1);
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||||
WorldNormal = normalize(WorldNormal);
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||||
WorldView = SafeNormalize(WorldView);
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||||
int pixelLightCount = GetAdditionalLightsCount();
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||||
for (int i = 0; i < pixelLightCount; ++i)
|
||||
{
|
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Light light = GetAdditionalLight(i, WorldPosition);
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||||
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
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||||
}
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||||
#endif
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||||
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||||
Diffuse = diffuseColor;
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||||
Specular = specularColor;
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||||
}
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#endif
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9
Assets/7_Shaders/Vertex Snapping/HLSL/CustomLighting.hlsl.meta
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9
Assets/7_Shaders/Vertex Snapping/HLSL/CustomLighting.hlsl.meta
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3138
Assets/7_Shaders/Vertex Snapping/Vertex Snapping.shadergraph
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3138
Assets/7_Shaders/Vertex Snapping/Vertex Snapping.shadergraph
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Load Diff
10
Assets/7_Shaders/Vertex Snapping/Vertex Snapping.shadergraph.meta
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10
Assets/7_Shaders/Vertex Snapping/Vertex Snapping.shadergraph.meta
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3
Assets/7_Shaders/Vertex Snapping/cginc.meta
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3
Assets/7_Shaders/Vertex Snapping/cginc.meta
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fileFormatVersion: 2
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timeCreated: 1587814505
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@@ -0,0 +1,44 @@
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||||
#ifndef DITHERING_PATTERNS_INCLUDED
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||||
#define DITHERING_PATTERNS_INCLUDED
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||||
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||||
float4x4 binary = float4x4
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||||
(
|
||||
0 , 1 , 0 , 1 ,
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||||
1 , 0 , 1 , 0 ,
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||||
0 , 1 , 0 , 1 ,
|
||||
1 , 0 , 1 , 0
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||||
);
|
||||
|
||||
float4x4 binaryDecimal = float4x4
|
||||
(
|
||||
0.23 , 0.2 , 0.6 , 0.2 ,
|
||||
0.2 , 0.43 , 0.2 , 0.77,
|
||||
0.88 , 0.2 , 0.87 , 0.2 ,
|
||||
0.2 , 0.46 , 0.2 , 0
|
||||
);
|
||||
|
||||
float4x4 dotted = float4x4
|
||||
(
|
||||
-4.0, 0.0, -3.0, 1.0,
|
||||
2.0, -2.0, 3.0, -1.0,
|
||||
-3.0, 1.0, -4.0, 0.0,
|
||||
3.0, -1.0, 2.0, -2.0
|
||||
);
|
||||
|
||||
float4x4 hatched = float4x4
|
||||
(
|
||||
1 , 0 , 0 , 1 ,
|
||||
0 , 1 , 1 , 0 ,
|
||||
0 , 1 , 1 , 0 ,
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1 , 0 , 0 , 1
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||||
);
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||||
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float4x4 mono = float4x4
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||||
(
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||||
1 , 1 , 1 , 1 ,
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1 , 1 , 1 , 1 ,
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1 , 1 , 1 , 1 ,
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1 , 1 , 1 , 1
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||||
);
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#endif
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||||
3
Assets/7_Shaders/Vertex Snapping/cginc/DitheringPatterns.cginc.meta
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3
Assets/7_Shaders/Vertex Snapping/cginc/DitheringPatterns.cginc.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
timeCreated: 1587814523
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||||
129
Assets/7_Shaders/Vertex Snapping/cginc/voronoi.cginc
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129
Assets/7_Shaders/Vertex Snapping/cginc/voronoi.cginc
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||||
//
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||||
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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||||
//
|
||||
// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson
|
||||
// Translation and modification was made by Keijiro Takahashi.
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||||
//
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||||
// This shader is based on the webgl-noise GLSL shader. For further details
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||||
// of the original shader, please see the following description from the
|
||||
// original source code.
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||||
//
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||||
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||||
//
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||||
// GLSL textureless classic 2D noise "cnoise",
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||||
// with an RSL-style periodic variant "pnoise".
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||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-08-22
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||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
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||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
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||||
//
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||||
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||||
float4 mod(float4 x, float4 y)
|
||||
{
|
||||
return x - y * floor(x / y);
|
||||
}
|
||||
|
||||
float4 mod289(float4 x)
|
||||
{
|
||||
return x - floor(x / 289.0) * 289.0;
|
||||
}
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||||
|
||||
float4 permute(float4 x)
|
||||
{
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float4 taylorInvSqrt(float4 r)
|
||||
{
|
||||
return (float4)1.79284291400159 - r * 0.85373472095314;
|
||||
}
|
||||
|
||||
float2 fade(float2 t) {
|
||||
return t*t*t*(t*(t*6.0-15.0)+10.0);
|
||||
}
|
||||
|
||||
// Classic Perlin noise
|
||||
float cnoise(float2 P)
|
||||
{
|
||||
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 = mod289(Pi); // To avoid truncation effects in permutation
|
||||
float4 ix = Pi.xzxz;
|
||||
float4 iy = Pi.yyww;
|
||||
float4 fx = Pf.xzxz;
|
||||
float4 fy = Pf.yyww;
|
||||
|
||||
float4 i = permute(permute(ix) + iy);
|
||||
|
||||
float4 gx = frac(i / 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 = fade(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;
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float pnoise(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 = mod(Pi, rep.xyxy); // To create noise with explicit period
|
||||
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
||||
float4 ix = Pi.xzxz;
|
||||
float4 iy = Pi.yyww;
|
||||
float4 fx = Pf.xzxz;
|
||||
float4 fy = Pf.yyww;
|
||||
|
||||
float4 i = permute(permute(ix) + iy);
|
||||
|
||||
float4 gx = frac(i / 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 = fade(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;
|
||||
}
|
||||
3
Assets/7_Shaders/Vertex Snapping/cginc/voronoi.cginc.meta
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3
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timeCreated: 1587482833
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8
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Reference in New Issue
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