105 lines
3.5 KiB
Plaintext
105 lines
3.5 KiB
Plaintext
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Shader "Merlin/World/CRTIdleVoronoi"
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{
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Properties
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{
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[HDR]_Color("Color", Color) = (1, 1, 1, 1)
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_AnimationSpeed("Animation Speed", Float) = 0.1
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_NoiseScale("Noise Scale", Float) = 5.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityCustomRenderTexture.cginc"
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float4 _Color;
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float _AnimationSpeed;
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float _NoiseScale;
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float3 hash33(float3 p3)
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{
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p3 = frac(p3 * float3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yxz + 33.33);
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return frac((p3.xxy + p3.yxx)*p3.zyx);
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}
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float voronoi(in float3 x)
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{
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float3 n = floor(x);
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float3 f = frac(x);
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//----------------------------------
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// first pass: regular voronoi
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//----------------------------------
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float3 mg, mr;
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float md = 8.0;
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{
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for (int k = -1; k <= 1; k++)
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for (int j = -1; j <= 1; j++)
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for (int i = -1; i <= 1; i++)
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{
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float3 g = float3(float(i), float(j), float(k));
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float3 o = hash33(n + g + 1);
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//#ifdef ANIMATE
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//o = 0.5 + 0.5*sin( _Time.x + 6.2831*o );
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// #else
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// o = 0.5 + 0.5*sin( 20 + 6.2831*o );
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// #endif
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float3 r = g + o - f;
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float d = dot(r, r);
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if (d < md)
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{
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md = d;
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mr = r;
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mg = g;
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}
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}
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}
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//----------------------------------
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// second pass: distance to borders
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//----------------------------------
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md = 8.0;
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for (int k = -1; k <= 1; k++)
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for (int j = -1; j <= 1; j++)
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for (int i = -1; i <= 1; i++)
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{
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float3 g = mg + float3(float(i),float(j),float(k));
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float3 o = hash33(n + g + 1);
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//#ifdef ANIMATE
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//o = 0.5 + 0.5*sin( _Time.x+ 6.2831*o );
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// #else
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// o = 0.5 + 0.5*sin(20 + 6.2831*o);
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// #endif
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float3 r = g + o - f;
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if (dot(mr - r,mr - r) > 0.00001)
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md = min(md, dot(0.5*(mr + r), normalize(r - mr)));
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}
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//return float4( md, mr );
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return md;
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}
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float4 frag (v2f_customrendertexture i) : SV_Target
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{
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float2 scaledUV = float2(i.globalTexcoord.x * (_CustomRenderTextureWidth / _CustomRenderTextureHeight), i.globalTexcoord.y) * _NoiseScale;
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float voronoiVal = voronoi(float3(scaledUV, _Time.y * _AnimationSpeed));
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float2 uvWidth = fwidth(scaledUV);
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return smoothstep(0.015, 0.01, voronoiVal) * _Color;
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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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