159 lines
5.0 KiB
HLSL
159 lines
5.0 KiB
HLSL
// https://github.com/UnityLabs/procedural-stochastic-texturing/blob/master/Editor/ProceduralTexture2D/SampleProceduralTexture2DNode.cs
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// Unity 2019.1. needs a float version
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// https://www.shadertoy.com/view/4djSRW
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float2 hash22(float2 p) {
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float3 p3 = frac(float3(p.xyx) * float3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yzx+33.33);
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return frac((p3.xx+p3.yz)*p3.zy);
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}
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void StochasticSampleSimple_half (
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SamplerState samplerTex,
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// Base inputs
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half Blend,
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float2 uv,
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float stochasticScale,
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// Albedo
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Texture2D textureAlbedo,
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// Normal
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Texture2D textureNormal,
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half normalScale,
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// MetallicSpecular
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Texture2D textureMetallicSpec,
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// MaskMap
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Texture2D textureMask,
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// Output
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out half3 FinalAlbedo,
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out half FinalAlpha,
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out half3 FinalNormal,
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out half4 FinalMetallicSpecular,
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out half4 FinalMask
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)
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{
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float2 uvScaled = uv * 3.464 * stochasticScale; // 2 * sqrt(3)
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const float2x2 gridToSkewedGrid = float2x2(1.0, 0.0, -0.57735027, 1.15470054);
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float2 skewedCoord = mul(gridToSkewedGrid, uvScaled);
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int2 baseId = int2(floor(skewedCoord));
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float3 temp = float3(frac(skewedCoord), 0);
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temp.z = 1.0 - temp.x - temp.y;
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half w1, w2, w3;
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int2 vertex1, vertex2, vertex3;
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if (temp.z > 0.0) {
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w1 = temp.z;
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w2 = temp.y;
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w3 = temp.x;
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vertex1 = baseId;
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vertex2 = baseId + int2(0, 1);
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vertex3 = baseId + int2(1, 0);
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}
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else {
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w1 = -temp.z;
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w2 = 1.0 - temp.y;
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w3 = 1.0 - temp.x;
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vertex1 = baseId + int2(1, 1);
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vertex2 = baseId + int2(1, 0);
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vertex3 = baseId + int2(0, 1);
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}
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const float2x2 hashMatrix = float2x2(127.1, 311.7, 269.5, 183.3);
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const float hashFactor = 3758.5453;
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float2 uv1 = uv + frac(sin(mul(hashMatrix, (float2)vertex1)) * hashFactor);
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float2 uv2 = uv + frac(sin(mul(hashMatrix, (float2)vertex2)) * hashFactor);
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float2 uv3 = uv + frac(sin(mul(hashMatrix, (float2)vertex3)) * hashFactor);
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// Use a hash function which does not include sin
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// Adds a little bit visible tiling...
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// float2 uv1 = uv + hash22( (float2)vertex1 );
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// float2 uv2 = uv + hash22( (float2)vertex2 );
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// float2 uv3 = uv + hash22( (float2)vertex3 );
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float2 duvdx = ddx(uv);
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float2 duvdy = ddy(uv);
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// Here we have to sample first as we want to calculate the wights based on luminance
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// Albedo – Sample Gaussion values from transformed input
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half4 G1 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv1, duvdx, duvdy);
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half4 G2 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv2, duvdx, duvdy);
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half4 G3 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv3, duvdx, duvdy);
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w1 *= Luminance(G1.rgb);
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w2 *= Luminance(G2.rgb);
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w3 *= Luminance(G3.rgb);
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// Get weights
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half exponent = 1.0h + Blend * 15.0h;
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w1 = pow(w1, exponent);
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w2 = pow(w2, exponent);
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w3 = pow(w3, exponent);
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// Lets help the compiler here:
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half sum = 1.0h / (w1 + w2 + w3);
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w1 = w1 * sum;
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w2 = w2 * sum;
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w3 = w3 * sum;
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// Albedo
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half4 G = w1 * G1 + w2 * G2 + w3 * G3;
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FinalAlbedo = G.rgb;
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FinalAlpha = G.a;
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// Normal
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half4 N1 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv1, duvdx, duvdy);
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half4 N2 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv2, duvdx, duvdy);
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half4 N3 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv3, duvdx, duvdy);
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half4 N = w1 * N1 + w2 * N2 + w3 * N3;
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// Normal is either BC5 or DXT5nm – what is about mobile?
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#if defined(UNITY_NO_DXT5nm)
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FinalNormal = UnpackNormalRGBNoScale(N);
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#else
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FinalNormal = UnpackNormalmapRGorAG(N, normalScale);
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#endif
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// MetallicSpecular
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half4 MS1 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv1, duvdx, duvdy);
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half4 MS2 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv2, duvdx, duvdy);
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half4 MS3 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv3, duvdx, duvdy);
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FinalMetallicSpecular = w1 * MS1 + w2 * MS2 + w3 * MS3;
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// Mask
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half4 M1 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv1, duvdx, duvdy);
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half4 M2 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv2, duvdx, duvdy);
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half4 M3 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv3, duvdx, duvdy);
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FinalMask = w1 * M1 + w2 * M2 + w3 * M3;
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}
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void StochasticSampleSimple_float(
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SamplerState samplerTex,
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// Base inputs
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half Blend,
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float2 uv,
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float stochasticScale,
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// Albedo
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Texture2D textureAlbedo,
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// Normal
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Texture2D textureNormal,
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half normalScale,
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// MetallicSpecular
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Texture2D textureMetallicSpec,
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// MaskMap
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Texture2D textureMask,
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// Output
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out half3 FinalAlbedo,
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out half FinalAlpha,
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out half3 FinalNormal,
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out half4 FinalMetallicSpecular,
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out half4 FinalMask
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)
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{
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StochasticSampleSimple_half (
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samplerTex, Blend, uv, stochasticScale,
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textureAlbedo,
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textureNormal, normalScale,
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textureMetallicSpec,
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textureMask,
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FinalAlbedo, FinalAlpha, FinalNormal, FinalMetallicSpecular, FinalMask
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);
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} |