Bär wartet nach aufwachen etc
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+21
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void DistortUV_float(float2 UV, float Amount, out float2 Out)
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{
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float time = _Time.y;
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UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
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UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
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UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
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Out = UV;
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}
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void DistortUV_half(half2 UV, half Amount, out half2 Out)
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{
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half time = _Time.y;
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UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0;
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UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0;
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UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0;
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Out = UV;
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}
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+63
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float3 GerstnerWave(float3 position, float steepness, float wavelength, float speed, float direction, inout float3 tangent, inout float3 binormal, float globalOffset)
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{
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// Normalizar la dirección para la propagación de la ola
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direction = direction * 2 - 1;
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float2 d = normalize(float2(cos(3.14159 * direction), sin(3.14159 * direction)));
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// Número de onda
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float k = 2 * 3.14159 / wavelength;
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// Calcular la fase de la ola, incluyendo el desplazamiento global
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float f = k * (dot(d, position.xz) - speed * _Time.y + globalOffset);
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// Amplitud de la ola
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float a = steepness / k;
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// Ajustar el tangente y el binormal para las normales
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tangent += float3(
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-d.x * d.x * (steepness * sin(f)),
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d.x * (steepness * cos(f)),
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-d.x * d.y * (steepness * sin(f))
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);
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binormal += float3(
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-d.x * d.y * (steepness * sin(f)),
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d.y * (steepness * cos(f)),
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-d.y * d.y * (steepness * sin(f))
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);
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// Retornar el desplazamiento de la ola en el plano XZ y la altura vertical
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return float3(
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d.x * (a * cos(f)), // Desplazamiento en X
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a * sin(f), // Desplazamiento en Y (altura)
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d.y * (a * cos(f)) // Desplazamiento en Z
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);
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}
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void GerstnerWaves_float(float3 position, float steepness, float wavelength, float speed, float4 directions, float tileSize, out float3 Offset, out float3 normal)
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{
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// Calcular el desplazamiento global para las olas en base a la posición absoluta
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float globalOffsetX = floor(position.x / tileSize) * tileSize;
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float globalOffsetZ = floor(position.z / tileSize) * tileSize;
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// Envolver la posición X y Z usando fmod para asegurar el tileado, manteniendo el Y sin cambios
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float3 tiledPosition = float3(
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fmod(position.x, tileSize), // Envolver eje X
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position.y, // Y sin cambios
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fmod(position.z, tileSize) // Envolver eje Z
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);
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// Inicializar el desplazamiento y los vectores de tangente/binormal
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Offset = float3(0, 0, 0);
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float3 tangent = float3(1, 0, 0);
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float3 binormal = float3(0, 0, 1);
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// Aplicar las olas Gerstner a las direcciones, con el desplazamiento global en X y Z
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Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.x, tangent, binormal, globalOffsetX + globalOffsetZ);
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Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.y, tangent, binormal, globalOffsetX + globalOffsetZ);
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Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.z, tangent, binormal, globalOffsetX + globalOffsetZ);
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Offset += GerstnerWave(tiledPosition, steepness, wavelength, speed, directions.w, tangent, binormal, globalOffsetX + globalOffsetZ);
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// Normalizar el producto cruzado de binormal y tangente para obtener la normal
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normal = normalize(cross(binormal, tangent));
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}
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+53
@@ -0,0 +1,53 @@
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half3 RGBToHSV(half3 In)
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{
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half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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half4 P = lerp(half4(In.bg, K.wz), half4(In.gb, K.xy), step(In.b, In.g));
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half4 Q = lerp(half4(P.xyw, In.r), half4(In.r, P.yzx), step(P.x, In.r));
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half D = Q.x - min(Q.w, Q.y);
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half E = 1e-10;
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return half3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
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}
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half3 HSVToRGB(half3 In)
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{
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half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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half3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
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return In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
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}
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void HSVLerp_half(half4 A, half4 B, half T, out half4 Out)
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{
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A.xyz = RGBToHSV(A.xyz);
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B.xyz = RGBToHSV(B.xyz);
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half t = T; // used to lerp alpha, needs to remain unchanged
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half hue;
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half d = B.x - A.x; // hue difference
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if(A.x > B.x)
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{
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half temp = B.x;
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B.x = A.x;
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A.x = temp;
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d = -d;
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T = 1-T;
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}
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if(d > 0.5)
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{
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A.x = A.x + 1;
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hue = (A.x + T * (B.x - A.x)) % 1;
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}
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if(d <= 0.5) hue = A.x + T * d;
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half sat = A.y + T * (B.y - A.y);
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half val = A.z + T * (B.z - A.z);
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half alpha = A.w + t * (B.w - A.w);
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half3 rgb = HSVToRGB(half3(hue,sat,val));
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Out = half4(rgb, alpha);
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}
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+47
@@ -0,0 +1,47 @@
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float LightingSpecular(float3 L, float3 N, float3 V, float smoothness)
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{
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float3 H = SafeNormalize(float3(L) + float3(V));
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float NdotH = saturate(dot(N, H));
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return pow(NdotH, smoothness);
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}
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void MainLighting_float(float3 normalWS, float3 positionWS, float3 viewWS, float smoothness, out float specular)
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{
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specular = 0.0;
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#ifndef SHADERGRAPH_PREVIEW
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smoothness = exp2(10 * smoothness + 1);
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normalWS = normalize(normalWS);
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viewWS = SafeNormalize(viewWS);
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Light mainLight = GetMainLight(TransformWorldToShadowCoord(positionWS));
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specular = LightingSpecular(mainLight.direction, normalWS, viewWS, smoothness);
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#endif
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}
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void AdditionalLighting_float(float3 normalWS, float3 positionWS, float3 viewWS, float smoothness, float hardness, out float3 specular)
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||||
{
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specular = 0;
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#ifndef SHADERGRAPH_PREVIEW
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smoothness = exp2(10 * smoothness + 1);
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normalWS = normalize(normalWS);
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viewWS = SafeNormalize(viewWS);
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// additional lights
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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, positionWS);
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float3 attenuatedLight = light.color * light.distanceAttenuation * light.shadowAttenuation;
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||||
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float specular_soft = LightingSpecular(light.direction, normalWS, viewWS, smoothness);
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float specular_hard = smoothstep(0.005,0.01,specular_soft);
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float specular_term = lerp(specular_soft, specular_hard, hardness);
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specular += specular_term * attenuatedLight;
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}
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#endif
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}
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Reference in New Issue
Block a user