Flatkit 추가 및 설정

This commit is contained in:
2026-01-25 11:27:33 +09:00
parent 05233497e7
commit cf16910a32
1938 changed files with 408633 additions and 244 deletions

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Shader "FlatKit/Demos/Circle Decal"
{
Properties
{
[MainColor][HDR]_Color("_Color (default = 1,1,1,1)", Color) = (1,1,1,1)
[Space]
[Enum(UnityEngine.Rendering.BlendMode)]_DecalSrcBlend("Src Blend", Int) = 5 // 5 = SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)]_DecalDstBlend("Dst Blend", Int) = 10 // 10 = OneMinusSrcAlpha
[Space]
[Toggle(_ProjectionAngleDiscardEnable)] _ProjectionAngleDiscardEnable("Angle Discard Enable", float) = 0
_ProjectionAngleDiscardThreshold(" Threshold", range(-1,1)) = 0
[Space]
_StencilRef("Stencil Reference", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Compare", Float) = 0 //0 = disable
[Space]
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("Depth Test", Float) = 0 //0 = disable
[Space]
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 1 //1 = Front
}
SubShader
{
Tags
{
"RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True"
}
Pass
{
Stencil
{
Ref[_StencilRef]
Comp[_StencilComp]
}
Cull[_Cull]
ZTest[_ZTest]
ZWrite off
Blend[_DecalSrcBlend][_DecalDstBlend]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
// due to using ddx() & ddy()
#pragma target 3.0
#pragma shader_feature_local_fragment _ProjectionAngleDiscardEnable
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata {
float3 positionOS : POSITION;
};
struct v2f {
float4 positionCS : SV_POSITION;
float4 screenPos : TEXCOORD0;
float4 viewRayOS : TEXCOORD1; // xyz: viewRayOS, w: extra copy of positionVS.z
float4 cameraPosOSAndFogFactor : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _ProjectionAngleDiscardThreshold;
half4 _Color;
half2 _AlphaRemap;
half _MulAlphaToRGB;
CBUFFER_END
v2f vert(appdata input) {
v2f o;
VertexPositionInputs vertexPositionInput = GetVertexPositionInputs(input.positionOS);
o.positionCS = vertexPositionInput.positionCS;
#if _UnityFogEnable
o.cameraPosOSAndFogFactor.a = ComputeFogFactor(o.positionCS.z);
#else
o.cameraPosOSAndFogFactor.a = 0;
#endif
o.screenPos = ComputeScreenPos(o.positionCS);
float3 viewRay = vertexPositionInput.positionVS;
o.viewRayOS.w = viewRay.z;
viewRay *= -1;
float4x4 ViewToObjectMatrix = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, viewRay);
o.cameraPosOSAndFogFactor.xyz = mul(ViewToObjectMatrix, float4(0, 0, 0, 1)).xyz;
return o;
}
// copied from URP12.1.2's ShaderVariablesFunctions.hlsl
#if SHADER_LIBRARY_VERSION_MAJOR < 12
float LinearDepthToEyeDepth(float rawDepth)
{
#if UNITY_REVERSED_Z
return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#else
return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#endif
}
#endif
half4 frag(v2f i) : SV_Target {
i.viewRayOS.xyz /= i.viewRayOS.w;
float2 screenSpaceUV = i.screenPos.xy / i.screenPos.w;
float sceneRawDepth = tex2D(_CameraDepthTexture, screenSpaceUV).r;
float3 decalSpaceScenePos;
if (unity_OrthoParams.w) {
float sceneDepthVS = LinearDepthToEyeDepth(sceneRawDepth);
float2 viewRayEndPosVS_xy = float2(
unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2 /* to clip space */);
float4 vposOrtho = float4(viewRayEndPosVS_xy, -sceneDepthVS, 1); // view space pos
float3 wposOrtho = mul(UNITY_MATRIX_I_V, vposOrtho).xyz; // view space to world space
decalSpaceScenePos = mul(GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz;
} else {
float sceneDepthVS = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
decalSpaceScenePos = i.cameraPosOSAndFogFactor.xyz + i.viewRayOS.xyz * sceneDepthVS;
}
float2 decalSpaceUV = decalSpaceScenePos.xy + 0.5;
float shouldClip = 0;
#if _ProjectionAngleDiscardEnable
float3 decalSpaceHardNormal = normalize(cross(ddx(decalSpaceScenePos), ddy(decalSpaceScenePos)));
shouldClip = decalSpaceHardNormal.z > _ProjectionAngleDiscardThreshold ? 0 : 1;
#endif
clip(0.5 - abs(decalSpaceScenePos) - shouldClip);
float4 col = 1;
col.a = smoothstep(0, 0.01, 1 - length(decalSpaceUV - 0.5) * 2);
col *= _Color;
col.rgb = MixFog(col.rgb, i.cameraPosOSAndFogFactor.a);
return col;
}
ENDHLSL
}
}
}

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#ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
#define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
#include "Noise/ClassicNoise2D.hlsl"
float Hash(float x) {
return frac(sin(x)) * 1000;
}
void CloudAlpha_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, out float Alpha) {
const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.z);
float noise = 0;
const float2 p = (PositionWS.xz + hash) / ObjectScale.xz * _ScaleFactor;
noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
// Fade out close to UV edges.
const float2 edgeDistances = saturate(abs(UV - 0.5) * 2.0 - 0.5);
noise *= saturate(1.0 - length(edgeDistances) / _FadeOutDistance);
Alpha = noise;
}
#endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED

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#ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
#define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
#include "Noise/ClassicNoise3D.hlsl"
float Hash(float x) {
float p = 1;
#if defined(_TYPE_A)
p = 43.5453;
#endif
return frac(sin(x) * p) * 10;
}
void PillarColor_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, float3 NormalWS,
float3 LightDirection, float LightAttenuation, out float3 Color) {
float noise = 0;
const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.y + ObjectPositionWS.z);
const float3 p = (PositionWS + hash) / ObjectScale * _ScaleFactor;
#if defined(_TYPE_A)
noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
#elif defined(_TYPE_B)
noise = ClassicNoise(p.y * 2 + atan(p.x / p.z) * 50 * _NoiseScale1);
#elif defined(_TYPE_C)
noise = ClassicNoise(p.y * _NoiseScale1.x +
ClassicNoise((UV.x * _NoiseScale1.y *
sin(p.y * _NoiseScale2.z)) * _NoiseScale2.x) *
_NoiseScale2.y);
#endif
const float section23 = step(_Distribution.x, noise);
const float section3 = step(_Distribution.y, noise);
Color = lerp(_Color1, lerp(_Color2, _Color3, section3), section23).rgb;
// Apply _ColorTop to the faces pointing up.
const float3 up = float3(0, 1, 0);
const float isTop = step(1 - _TopSize, dot(up, NormalWS));
Color = lerp(Color, _ColorTop, isTop);
const float shadowStrength = _ShadowStrength;
const float shadowSize = _ShadowSize;
const float shadowSharpness = _ShadowSharpness;
const float3 shadowDirection = normalize(-LightDirection + NormalWS * (1 - shadowSize));
float shadow = saturate(dot(shadowDirection, NormalWS));
const float shadowBand = (1.0 - shadowSharpness) * 0.5;
shadow = smoothstep(shadowSize - shadowBand, shadowSize + shadowBand, shadow);
shadow = lerp(1, shadow, shadowStrength);
shadow = min(shadow, LightAttenuation);
shadow = 1 - shadow;
// Give shadow tint of _ShadowTint and blend it with the color.
Color = lerp(Color, _ShadowTint.rgb, shadow * _ShadowTint.a);
}
#endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED

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//
// GLSL textureless classic 2D noise "cnoise",
// 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;
float4 fy = float2(pf0.y, pf1.y).xxyy;
float4 i = wglnoise_permute(wglnoise_permute(ix) + iy);
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));
float n011 = dot(g011, float3(pf0.x, pf1.y, pf1.z));
float n111 = dot(g111, pf1);
float3 fade_xyz = wglnoise_fade(pf0);
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)
{
float3 i0 = wglnoise_mod(floor(p), rep);
float3 i1 = wglnoise_mod(i0 + 1, rep);
float3 f = frac(p);
return ClassicNoise_impl(i0, f, i1, f - 1);
}
#endif

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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
float wglnoise_mod(float x, float y)
{
return x - y * floor(x / y);
}
float2 wglnoise_mod(float2 x, float2 y)
{
return x - y * floor(x / y);
}
float3 wglnoise_mod(float3 x, float3 y)
{
return x - y * floor(x / y);
}
float4 wglnoise_mod(float4 x, float4 y)
{
return x - y * floor(x / y);
}
float2 wglnoise_fade(float2 t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
float3 wglnoise_fade(float3 t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
float wglnoise_mod289(float x)
{
return x - floor(x / 289) * 289;
}
float2 wglnoise_mod289(float2 x)
{
return x - floor(x / 289) * 289;
}
float3 wglnoise_mod289(float3 x)
{
return x - floor(x / 289) * 289;
}
float4 wglnoise_mod289(float4 x)
{
return x - floor(x / 289) * 289;
}
float3 wglnoise_permute(float3 x)
{
return wglnoise_mod289((x * 34 + 1) * x);
}
float4 wglnoise_permute(float4 x)
{
return wglnoise_mod289((x * 34 + 1) * x);
}
#endif

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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
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,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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