Assignment for RMIT Mixed Reality in 2020
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/Simple/SimpleNoise"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] __dirty( "", Int ) = 1
  8. _MaskClipValue( "Mask Clip Value", Float ) = 0.28
  9. _Size("Size", Vector) = (0,0,0,0)
  10. _TextureSample0("Texture Sample 0", 2D) = "white" {}
  11. _Strength("Strength", Float) = 0
  12. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  13. }
  14. SubShader
  15. {
  16. Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
  17. Cull Back
  18. CGPROGRAM
  19. #pragma target 4.6
  20. #pragma surface surf Standard keepalpha addshadow fullforwardshadows
  21. struct Input
  22. {
  23. float2 uv_texcoord;
  24. };
  25. uniform sampler2D _TextureSample0;
  26. uniform float4 _TextureSample0_ST;
  27. uniform float2 _Size;
  28. uniform float _Strength;
  29. uniform float _MaskClipValue = 0.28;
  30. float3 mod289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  31. float2 mod289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  32. float3 permute( float3 x ) { return mod289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  33. float snoise( float2 v )
  34. {
  35. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  36. float2 i = floor( v + dot( v, C.yy ) );
  37. float2 x0 = v - i + dot( i, C.xx );
  38. float2 i1;
  39. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  40. float4 x12 = x0.xyxy + C.xxzz;
  41. x12.xy -= i1;
  42. i = mod289( i );
  43. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  44. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  45. m = m * m;
  46. m = m * m;
  47. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  48. float3 h = abs( x ) - 0.5;
  49. float3 ox = floor( x + 0.5 );
  50. float3 a0 = x - ox;
  51. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  52. float3 g;
  53. g.x = a0.x * x0.x + h.x * x0.y;
  54. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  55. return 130.0 * dot( m, g );
  56. }
  57. void surf( Input i , inout SurfaceOutputStandard o )
  58. {
  59. float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
  60. float simplePerlin2D205 = snoise( ( _Size * uv_TextureSample0 ) );
  61. float2 temp_cast_0 = ( simplePerlin2D205 * _Strength );
  62. o.Emission = tex2D( _TextureSample0,( uv_TextureSample0 + temp_cast_0 )).xyz;
  63. o.Alpha = 1;
  64. }
  65. ENDCG
  66. }
  67. Fallback "Diffuse"
  68. CustomEditor "ASEMaterialInspector"
  69. }
  70. /*ASEBEGIN
  71. Version=5002
  72. 339;92;1190;648;-1333.154;591.699;1.3;False;False
  73. Node;AmplifyShaderEditor.TextureCoordinatesNode;213;1604.246,-180.3998;Float;0;210;2;FLOAT2;1,1;FLOAT2;0,0
  74. Node;AmplifyShaderEditor.SimpleAddOpNode;214;1868.557,-58.60012;Float;FLOAT2;0.0;FLOAT;0.0,0
  75. Node;AmplifyShaderEditor.SamplerNode;210;2028.653,-126.8006;Float;Property;_TextureSample0;Texture Sample 0;1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;SAMPLER2D;;FLOAT2;0,0;FLOAT;1.0;FLOAT2;0,0;FLOAT2;0,0;FLOAT;1.0
  76. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;1715.259,47.89908;Float;FLOAT;0.0;FLOAT;0.0
  77. Node;AmplifyShaderEditor.RangedFloatNode;211;1538.458,108.999;Float;Property;_Strength;Strength;2;0;0;0;0
  78. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;200;1398.767,-79.30207;Float;FLOAT2;0.0;FLOAT2;0.0,0
  79. Node;AmplifyShaderEditor.TextureCoordinatesNode;198;1095.557,21.3978;Float;0;210;2;FLOAT2;1,1;FLOAT2;0,0
  80. Node;AmplifyShaderEditor.Vector2Node;199;1194.76,-149.3016;Float;Property;_Size;Size;1;0;0,0
  81. Node;AmplifyShaderEditor.NoiseGeneratorNode;205;1546.165,-24.90001;Float;Simplex2D;FLOAT2;0,0,0
  82. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;2385.304,-300.1997;Float;True;6;Float;ASEMaterialInspector;Standard;ASESampleShaders/Simple/SimpleNoise;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Masked;0.28;True;True;0;False;TransparentCutout;AlphaTest;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;1;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;FLOAT3;0,0,0;FLOAT3;0,0,0;FLOAT3;0,0,0;FLOAT;0.0;FLOAT;0.0;FLOAT;0.0;FLOAT3;0,0,0;FLOAT3;0,0,0;FLOAT;0.0;FLOAT;0.0;OBJECT;0;FLOAT3;0.0,0,0;FLOAT3;0.0,0,0;OBJECT;0;FLOAT4;0,0,0,0;FLOAT3;0,0,0
  83. WireConnection;214;0;213;0
  84. WireConnection;214;1;212;0
  85. WireConnection;210;1;214;0
  86. WireConnection;212;0;205;0
  87. WireConnection;212;1;211;0
  88. WireConnection;200;0;199;0
  89. WireConnection;200;1;198;0
  90. WireConnection;205;0;200;0
  91. WireConnection;0;2;210;0
  92. ASEEND*/
  93. //CHKSM=BBB0EE18F9E3836D4D7B31D048E8F2E5439D58CB