Flatkit 추가 및 설정
This commit is contained in:
3425
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Bubble.shadergraph
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3425
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Bubble.shadergraph
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156
Assets/FlatKit/Demos/[Demo] Desert/Shaders/CircleDecal.shader
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156
Assets/FlatKit/Demos/[Demo] Desert/Shaders/CircleDecal.shader
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Shader "FlatKit/Demos/Circle Decal"
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{
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Properties
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{
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[MainColor][HDR]_Color("_Color (default = 1,1,1,1)", Color) = (1,1,1,1)
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[Space]
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[Enum(UnityEngine.Rendering.BlendMode)]_DecalSrcBlend("Src Blend", Int) = 5 // 5 = SrcAlpha
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[Enum(UnityEngine.Rendering.BlendMode)]_DecalDstBlend("Dst Blend", Int) = 10 // 10 = OneMinusSrcAlpha
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[Space]
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[Toggle(_ProjectionAngleDiscardEnable)] _ProjectionAngleDiscardEnable("Angle Discard Enable", float) = 0
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_ProjectionAngleDiscardThreshold(" Threshold", range(-1,1)) = 0
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[Space]
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_StencilRef("Stencil Reference", Float) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Compare", Float) = 0 //0 = disable
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[Space]
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[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("Depth Test", Float) = 0 //0 = disable
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[Space]
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[Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 1 //1 = Front
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True"
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}
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Pass
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{
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Stencil
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{
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Ref[_StencilRef]
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Comp[_StencilComp]
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}
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Cull[_Cull]
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ZTest[_ZTest]
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ZWrite off
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Blend[_DecalSrcBlend][_DecalDstBlend]
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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// due to using ddx() & ddy()
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#pragma target 3.0
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#pragma shader_feature_local_fragment _ProjectionAngleDiscardEnable
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata {
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float3 positionOS : POSITION;
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};
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struct v2f {
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float4 positionCS : SV_POSITION;
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float4 screenPos : TEXCOORD0;
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float4 viewRayOS : TEXCOORD1; // xyz: viewRayOS, w: extra copy of positionVS.z
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float4 cameraPosOSAndFogFactor : TEXCOORD2;
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};
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float _ProjectionAngleDiscardThreshold;
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half4 _Color;
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half2 _AlphaRemap;
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half _MulAlphaToRGB;
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CBUFFER_END
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v2f vert(appdata input) {
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v2f o;
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VertexPositionInputs vertexPositionInput = GetVertexPositionInputs(input.positionOS);
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o.positionCS = vertexPositionInput.positionCS;
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#if _UnityFogEnable
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o.cameraPosOSAndFogFactor.a = ComputeFogFactor(o.positionCS.z);
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#else
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o.cameraPosOSAndFogFactor.a = 0;
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#endif
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o.screenPos = ComputeScreenPos(o.positionCS);
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float3 viewRay = vertexPositionInput.positionVS;
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o.viewRayOS.w = viewRay.z;
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viewRay *= -1;
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float4x4 ViewToObjectMatrix = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
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o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, viewRay);
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o.cameraPosOSAndFogFactor.xyz = mul(ViewToObjectMatrix, float4(0, 0, 0, 1)).xyz;
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return o;
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}
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// copied from URP12.1.2's ShaderVariablesFunctions.hlsl
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#if SHADER_LIBRARY_VERSION_MAJOR < 12
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float LinearDepthToEyeDepth(float rawDepth)
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{
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#if UNITY_REVERSED_Z
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return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
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#else
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return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
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#endif
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}
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#endif
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half4 frag(v2f i) : SV_Target {
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i.viewRayOS.xyz /= i.viewRayOS.w;
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float2 screenSpaceUV = i.screenPos.xy / i.screenPos.w;
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float sceneRawDepth = tex2D(_CameraDepthTexture, screenSpaceUV).r;
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float3 decalSpaceScenePos;
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if (unity_OrthoParams.w) {
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float sceneDepthVS = LinearDepthToEyeDepth(sceneRawDepth);
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float2 viewRayEndPosVS_xy = float2(
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unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2 /* to clip space */);
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float4 vposOrtho = float4(viewRayEndPosVS_xy, -sceneDepthVS, 1); // view space pos
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float3 wposOrtho = mul(UNITY_MATRIX_I_V, vposOrtho).xyz; // view space to world space
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decalSpaceScenePos = mul(GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz;
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} else {
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float sceneDepthVS = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
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decalSpaceScenePos = i.cameraPosOSAndFogFactor.xyz + i.viewRayOS.xyz * sceneDepthVS;
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}
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float2 decalSpaceUV = decalSpaceScenePos.xy + 0.5;
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float shouldClip = 0;
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#if _ProjectionAngleDiscardEnable
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float3 decalSpaceHardNormal = normalize(cross(ddx(decalSpaceScenePos), ddy(decalSpaceScenePos)));
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shouldClip = decalSpaceHardNormal.z > _ProjectionAngleDiscardThreshold ? 0 : 1;
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#endif
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clip(0.5 - abs(decalSpaceScenePos) - shouldClip);
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float4 col = 1;
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col.a = smoothstep(0, 0.01, 1 - length(decalSpaceUV - 0.5) * 2);
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col *= _Color;
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col.rgb = MixFog(col.rgb, i.cameraPosOSAndFogFactor.a);
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return col;
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}
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ENDHLSL
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}
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}
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}
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1812
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Cloud.shadergraph
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1812
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Cloud.shadergraph
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2535
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Fog.shadergraph
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2535
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Fog.shadergraph
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1363
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Ground.shadergraph
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1363
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Ground.shadergraph
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fileFormatVersion: 2
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4912
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Pillar.shadergraph
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4912
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Desert Pillar.shadergraph
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25
Assets/FlatKit/Demos/[Demo] Desert/Shaders/DesertCloud.hlsl
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25
Assets/FlatKit/Demos/[Demo] Desert/Shaders/DesertCloud.hlsl
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#ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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#define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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#include "Noise/ClassicNoise2D.hlsl"
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float Hash(float x) {
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return frac(sin(x)) * 1000;
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}
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void CloudAlpha_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, out float Alpha) {
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const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.z);
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float noise = 0;
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const float2 p = (PositionWS.xz + hash) / ObjectScale.xz * _ScaleFactor;
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noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
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noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
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// Fade out close to UV edges.
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const float2 edgeDistances = saturate(abs(UV - 0.5) * 2.0 - 0.5);
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noise *= saturate(1.0 - length(edgeDistances) / _FadeOutDistance);
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Alpha = noise;
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}
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#endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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fileFormatVersion: 2
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guid: 8745dbbd0f0b1f046b02c3992dc7eb54
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timeCreated: 1674279443
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56
Assets/FlatKit/Demos/[Demo] Desert/Shaders/DesertPillar.hlsl
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56
Assets/FlatKit/Demos/[Demo] Desert/Shaders/DesertPillar.hlsl
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#ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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#define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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#include "Noise/ClassicNoise3D.hlsl"
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float Hash(float x) {
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float p = 1;
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#if defined(_TYPE_A)
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p = 43.5453;
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#endif
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return frac(sin(x) * p) * 10;
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}
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void PillarColor_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, float3 NormalWS,
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float3 LightDirection, float LightAttenuation, out float3 Color) {
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float noise = 0;
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const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.y + ObjectPositionWS.z);
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const float3 p = (PositionWS + hash) / ObjectScale * _ScaleFactor;
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#if defined(_TYPE_A)
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noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
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noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
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#elif defined(_TYPE_B)
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noise = ClassicNoise(p.y * 2 + atan(p.x / p.z) * 50 * _NoiseScale1);
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#elif defined(_TYPE_C)
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noise = ClassicNoise(p.y * _NoiseScale1.x +
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ClassicNoise((UV.x * _NoiseScale1.y *
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sin(p.y * _NoiseScale2.z)) * _NoiseScale2.x) *
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_NoiseScale2.y);
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#endif
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const float section23 = step(_Distribution.x, noise);
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const float section3 = step(_Distribution.y, noise);
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Color = lerp(_Color1, lerp(_Color2, _Color3, section3), section23).rgb;
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// Apply _ColorTop to the faces pointing up.
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const float3 up = float3(0, 1, 0);
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const float isTop = step(1 - _TopSize, dot(up, NormalWS));
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Color = lerp(Color, _ColorTop, isTop);
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const float shadowStrength = _ShadowStrength;
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const float shadowSize = _ShadowSize;
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const float shadowSharpness = _ShadowSharpness;
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const float3 shadowDirection = normalize(-LightDirection + NormalWS * (1 - shadowSize));
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float shadow = saturate(dot(shadowDirection, NormalWS));
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const float shadowBand = (1.0 - shadowSharpness) * 0.5;
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shadow = smoothstep(shadowSize - shadowBand, shadowSize + shadowBand, shadow);
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shadow = lerp(1, shadow, shadowStrength);
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shadow = min(shadow, LightAttenuation);
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shadow = 1 - shadow;
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// Give shadow tint of _ShadowTint and blend it with the color.
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Color = lerp(Color, _ShadowTint.rgb, shadow * _ShadowTint.a);
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}
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#endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
guid: 09159690d7ca4681a592ca1cc2cd6d2d
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timeCreated: 1674279443
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||||
8
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Library.meta
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8
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Library.meta
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fileFormatVersion: 2
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||||
guid: fa439a88f1660ab4ab29da77bb696589
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||||
folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
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8
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise.meta
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8
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise.meta
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||||
fileFormatVersion: 2
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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".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-08-22
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
|
||||
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
|
||||
|
||||
#include "Common.hlsl"
|
||||
|
||||
float ClassicNoise_impl(float2 pi0, float2 pf0, float2 pi1, float2 pf1)
|
||||
{
|
||||
pi0 = wglnoise_mod289(pi0); // To avoid truncation effects in permutation
|
||||
pi1 = wglnoise_mod289(pi1);
|
||||
|
||||
float4 ix = float2(pi0.x, pi1.x).xyxy;
|
||||
float4 iy = float2(pi0.y, pi1.y).xxyy;
|
||||
float4 fx = float2(pf0.x, pf1.x).xyxy;
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||||
float4 fy = float2(pf0.y, pf1.y).xxyy;
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||||
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||||
float4 i = wglnoise_permute(wglnoise_permute(ix) + iy);
|
||||
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||||
float4 phi = i / 41 * 3.14159265359 * 2;
|
||||
float2 g00 = float2(cos(phi.x), sin(phi.x));
|
||||
float2 g10 = float2(cos(phi.y), sin(phi.y));
|
||||
float2 g01 = float2(cos(phi.z), sin(phi.z));
|
||||
float2 g11 = float2(cos(phi.w), sin(phi.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 = wglnoise_fade(pf0);
|
||||
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 1.44 * n_xy;
|
||||
}
|
||||
|
||||
// Classic Perlin noise
|
||||
float ClassicNoise(float2 p)
|
||||
{
|
||||
float2 i = floor(p);
|
||||
float2 f = frac(p);
|
||||
return ClassicNoise_impl(i, f, i + 1, f - 1);
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float PeriodicNoise(float2 p, float2 rep)
|
||||
{
|
||||
float2 i0 = wglnoise_mod(floor(p), rep);
|
||||
float2 i1 = wglnoise_mod(i0 + 1, rep);
|
||||
float2 f = frac(p);
|
||||
return ClassicNoise_impl(i0, f, i1, f - 1);
|
||||
}
|
||||
|
||||
#endif
|
||||
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//
|
||||
// GLSL textureless classic 3D noise "cnoise",
|
||||
// with an RSL-style periodic variant "pnoise".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-10-11
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
|
||||
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
|
||||
|
||||
#include "Common.hlsl"
|
||||
|
||||
float ClassicNoise_impl(float3 pi0, float3 pf0, float3 pi1, float3 pf1)
|
||||
{
|
||||
pi0 = wglnoise_mod289(pi0);
|
||||
pi1 = wglnoise_mod289(pi1);
|
||||
|
||||
float4 ix = float4(pi0.x, pi1.x, pi0.x, pi1.x);
|
||||
float4 iy = float4(pi0.y, pi0.y, pi1.y, pi1.y);
|
||||
float4 iz0 = pi0.z;
|
||||
float4 iz1 = pi1.z;
|
||||
|
||||
float4 ixy = wglnoise_permute(wglnoise_permute(ix) + iy);
|
||||
float4 ixy0 = wglnoise_permute(ixy + iz0);
|
||||
float4 ixy1 = wglnoise_permute(ixy + iz1);
|
||||
|
||||
float4 gx0 = lerp(-1, 1, frac(floor(ixy0 / 7) / 7));
|
||||
float4 gy0 = lerp(-1, 1, frac(floor(ixy0 % 7) / 7));
|
||||
float4 gz0 = 1 - abs(gx0) - abs(gy0);
|
||||
|
||||
bool4 zn0 = gz0 < -0.01;
|
||||
gx0 += zn0 * (gx0 < -0.01 ? 1 : -1);
|
||||
gy0 += zn0 * (gy0 < -0.01 ? 1 : -1);
|
||||
|
||||
float4 gx1 = lerp(-1, 1, frac(floor(ixy1 / 7) / 7));
|
||||
float4 gy1 = lerp(-1, 1, frac(floor(ixy1 % 7) / 7));
|
||||
float4 gz1 = 1 - abs(gx1) - abs(gy1);
|
||||
|
||||
bool4 zn1 = gz1 < -0.01;
|
||||
gx1 += zn1 * (gx1 < -0.01 ? 1 : -1);
|
||||
gy1 += zn1 * (gy1 < -0.01 ? 1 : -1);
|
||||
|
||||
float3 g000 = normalize(float3(gx0.x, gy0.x, gz0.x));
|
||||
float3 g100 = normalize(float3(gx0.y, gy0.y, gz0.y));
|
||||
float3 g010 = normalize(float3(gx0.z, gy0.z, gz0.z));
|
||||
float3 g110 = normalize(float3(gx0.w, gy0.w, gz0.w));
|
||||
float3 g001 = normalize(float3(gx1.x, gy1.x, gz1.x));
|
||||
float3 g101 = normalize(float3(gx1.y, gy1.y, gz1.y));
|
||||
float3 g011 = normalize(float3(gx1.z, gy1.z, gz1.z));
|
||||
float3 g111 = normalize(float3(gx1.w, gy1.w, gz1.w));
|
||||
|
||||
float n000 = dot(g000, pf0);
|
||||
float n100 = dot(g100, float3(pf1.x, pf0.y, pf0.z));
|
||||
float n010 = dot(g010, float3(pf0.x, pf1.y, pf0.z));
|
||||
float n110 = dot(g110, float3(pf1.x, pf1.y, pf0.z));
|
||||
float n001 = dot(g001, float3(pf0.x, pf0.y, pf1.z));
|
||||
float n101 = dot(g101, float3(pf1.x, pf0.y, pf1.z));
|
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float n011 = dot(g011, float3(pf0.x, pf1.y, pf1.z));
|
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float n111 = dot(g111, pf1);
|
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|
||||
float3 fade_xyz = wglnoise_fade(pf0);
|
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float4 n_z = lerp(float4(n000, n100, n010, n110),
|
||||
float4(n001, n101, n011, n111), fade_xyz.z);
|
||||
float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
|
||||
float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
|
||||
return 1.46 * n_xyz;
|
||||
}
|
||||
|
||||
// Classic Perlin noise
|
||||
float ClassicNoise(float3 p)
|
||||
{
|
||||
float3 i = floor(p);
|
||||
float3 f = frac(p);
|
||||
return ClassicNoise_impl(i, f, i + 1, f - 1);
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float PeriodicNoise(float3 p, float3 rep)
|
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{
|
||||
float3 i0 = wglnoise_mod(floor(p), rep);
|
||||
float3 i1 = wglnoise_mod(i0 + 1, rep);
|
||||
float3 f = frac(p);
|
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return ClassicNoise_impl(i0, f, i1, f - 1);
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}
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#endif
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64
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/Common.hlsl
Normal file
64
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/Common.hlsl
Normal file
@@ -0,0 +1,64 @@
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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|
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float wglnoise_mod(float x, float y)
|
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{
|
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return x - y * floor(x / y);
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}
|
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|
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float2 wglnoise_mod(float2 x, float2 y)
|
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{
|
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return x - y * floor(x / y);
|
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}
|
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|
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float3 wglnoise_mod(float3 x, float3 y)
|
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{
|
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return x - y * floor(x / y);
|
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}
|
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|
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float4 wglnoise_mod(float4 x, float4 y)
|
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{
|
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return x - y * floor(x / y);
|
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}
|
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|
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float2 wglnoise_fade(float2 t)
|
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{
|
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
|
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|
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float3 wglnoise_fade(float3 t)
|
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{
|
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return t * t * t * (t * (t * 6 - 15) + 10);
|
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}
|
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|
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float wglnoise_mod289(float x)
|
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{
|
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return x - floor(x / 289) * 289;
|
||||
}
|
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|
||||
float2 wglnoise_mod289(float2 x)
|
||||
{
|
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return x - floor(x / 289) * 289;
|
||||
}
|
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|
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float3 wglnoise_mod289(float3 x)
|
||||
{
|
||||
return x - floor(x / 289) * 289;
|
||||
}
|
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|
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float4 wglnoise_mod289(float4 x)
|
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{
|
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return x - floor(x / 289) * 289;
|
||||
}
|
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|
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float3 wglnoise_permute(float3 x)
|
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{
|
||||
return wglnoise_mod289((x * 34 + 1) * x);
|
||||
}
|
||||
|
||||
float4 wglnoise_permute(float4 x)
|
||||
{
|
||||
return wglnoise_mod289((x * 34 + 1) * x);
|
||||
}
|
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|
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#endif
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20
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/LICENSE
Normal file
20
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/LICENSE
Normal file
@@ -0,0 +1,20 @@
|
||||
Copyright (C) 2011 by Ashima Arts (Simplex noise)
|
||||
Copyright (C) 2011-2016 by Stefan Gustavson (Classic noise and others)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Reference in New Issue
Block a user