├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Imgs └── capture.gif ├── Assets ├── ProjectionSpray │ ├── Scenes │ │ ├── First.unity.meta │ │ └── First.unity │ ├── Scenes.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── Materials.meta │ ├── Textures.meta │ ├── Scripts │ │ ├── Drawable.meta │ │ ├── Drawer.meta │ │ ├── Rotater.cs.meta │ │ ├── DrawingManager.cs.meta │ │ ├── MeshInfoTexture.cs.meta │ │ ├── Drawer │ │ │ ├── DrawerBase.cs.meta │ │ │ ├── ProjectionSpray.cs.meta │ │ │ ├── ProjectionSpray.cs │ │ │ └── DrawerBase.cs │ │ ├── Rotater.cs │ │ ├── Drawable │ │ │ ├── DrawableBase.cs.meta │ │ │ ├── CanvasObject.cs.meta │ │ │ ├── CanvasObject.cs │ │ │ └── DrawableBase.cs │ │ ├── MeshInfoTexture.cs │ │ └── DrawingManager.cs │ ├── Shaders │ │ ├── DepthRenderer.shader.meta │ │ ├── EdgeThicken.shader.meta │ │ ├── Mesh-Info-Texture.shader.meta │ │ ├── ProjectionSpray.shader.meta │ │ ├── SprayPaintTexGen.shader.meta │ │ ├── CanvasObjectVisualizer.shader.meta │ │ ├── ShaderVariants.shadervariants.meta │ │ ├── DepthRenderer.shader │ │ ├── SprayPaintTexGen.shader │ │ ├── Mesh-Info-Texture.shader │ │ ├── CanvasObjectVisualizer.shader │ │ ├── EdgeThicken.shader │ │ ├── ShaderVariants.shadervariants │ │ └── ProjectionSpray.shader │ ├── Materials │ │ ├── CanvasObject.mat.meta │ │ ├── Hidden_EdgeThicken.mat.meta │ │ ├── Hidden_ProjectionSpray.mat.meta │ │ ├── Hidden_SprayPaintTexGen.mat.meta │ │ ├── Hidden_SprayPaintTexGen.mat │ │ ├── Hidden_EdgeThicken.mat │ │ ├── Hidden_ProjectionSpray.mat │ │ └── CanvasObject.mat │ └── Textures │ │ └── SprayTexture.asset.meta ├── CGINC.meta ├── ProjectionSpray.meta └── CGINC │ ├── Random.cginc.meta │ ├── ColorCollect.cginc.meta │ ├── CoonsCurve.cginc.meta │ ├── Quaternion.cginc.meta │ ├── Transform.cginc.meta │ ├── BillBoardCommon.cginc.meta │ ├── ClassicNoise2D.cginc.meta │ ├── ClassicNoise3D.cginc.meta │ ├── PostBlendCommon.cginc.meta │ ├── SimplexNoise2D.cginc.meta │ ├── SimplexNoise3D.cginc.meta │ ├── Random.cginc │ ├── CoonsCurve.cginc │ ├── BillBoardCommon.cginc │ ├── ColorCollect.cginc │ ├── Transform.cginc │ ├── PostBlendCommon.cginc │ ├── Quaternion.cginc │ ├── ClassicNoise2D.cginc │ ├── SimplexNoise2D.cginc │ ├── SimplexNoise3D.cginc │ └── ClassicNoise3D.cginc ├── README.md ├── .gitignore └── LICENSE /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.1.0f3 2 | -------------------------------------------------------------------------------- /Imgs/capture.gif: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0da00a855726f164dba35cd0434636f1 3 | timeCreated: 1500754698 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 11400000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_EdgeThicken.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c72d4e60ce752a841a523859b816ed92 3 | timeCreated: 1500483122 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_ProjectionSpray.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77ea5e4ebb59c844a83826985e1369d8 3 | timeCreated: 1499918067 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_SprayPaintTexGen.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21cbd2b7bacc2994eae17bcba09f14c5 3 | timeCreated: 1500754676 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/ShaderVariants.shadervariants.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 066fa6e595b4ae64fa68eeae346aa4df 3 | timeCreated: 1502375580 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 20000000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ProjectionSpray 2 | 3 | I think [this](https://github.com/sugi-cho/Unity-ProjectionSpray-v2) is better one. 4 | 5 | Draw spray to 3D model with Unity. 6 | 7 | ![](Imgs/capture.gif) 8 | 9 | ## YouTube 10 | 11 | [![](http://img.youtube.com/vi/TTv6YPWNLxY/maxresdefault.jpg) https://youtu.be/TTv6YPWNLxY](https://youtu.be/TTv6YPWNLxY) 12 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Rotater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ecd127a71211d0447b6a2944d3da21d7 3 | timeCreated: 1501396843 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/DrawingManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d85e016f7ac03b479b871af48b56951 3 | timeCreated: 1500624488 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/MeshInfoTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 167831f6a45b97d4084d670eb110238a 3 | timeCreated: 1501401408 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawer/DrawerBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 59b28166a42bb6a44bd261a36395dc33 3 | timeCreated: 1488778645 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Rotater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Rotater : MonoBehaviour { 6 | 7 | public float speed = 20f; 8 | 9 | // Update is called once per frame 10 | void Update () { 11 | transform.Rotate(Vector3.up * speed * Time.deltaTime); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawable/DrawableBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e8c6bbf25f2f084c90f314abb3b1d92 3 | timeCreated: 1500613759 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/CGINC/Random.cginc: -------------------------------------------------------------------------------- 1 | #ifndef RANDOM_INCLUDED 2 | #define RANDOM_INCLUDED 3 | 4 | float rand( float2 co ){ 5 | return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); 6 | } 7 | 8 | float3 rand3( float2 seed ){ 9 | float t = sin(seed.x + seed.y * 1e3); 10 | return float3(frac(t*1e4), frac(t*1e6), frac(t*1e5)); 11 | } 12 | 13 | #endif // RANDOM_INCLUDED 14 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 13 | m_ProjectGenerationRootNamespace: 14 | m_UserGeneratedProjectSuffix: 15 | m_CollabEditorSettings: 16 | inProgressEnabled: 1 17 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawer/ProjectionSpray.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bbc19d7f8d54cee498019a28764e9d25 3 | timeCreated: 1500627284 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - drawMat: {fileID: 2100000, guid: 77ea5e4ebb59c844a83826985e1369d8, type: 2} 9 | - depthRendererShader: {fileID: 4800000, guid: f33510985a2dfac40b737e7a58891393, 10 | type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | assetBundleVariant: 16 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawable/CanvasObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 999e53f0add9c97459699955dd5a1921 3 | timeCreated: 1500454055 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - copyRGB: {fileID: 2100000, guid: bfeb1d19318113940b735bf7e6c9163c, type: 2} 9 | - originTex: {instanceID: 0} 10 | - mesh: {instanceID: 0} 11 | - positionInfoTex: {instanceID: 0} 12 | - normalInfoTex: 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-------------------------------------------------------------------------------- 1 | Shader "Unlit/DepthRenderer" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderType"="Opaque" } 6 | LOD 100 7 | 8 | Pass 9 | { 10 | CGPROGRAM 11 | #pragma vertex vert 12 | #pragma fragment frag 13 | 14 | #include "UnityCG.cginc" 15 | 16 | struct v2f 17 | { 18 | float depth : TEXCOORD0; 19 | float4 vertex : SV_POSITION; 20 | }; 21 | 22 | v2f vert (float4 vertex : POSITION) 23 | { 24 | float4 wPos = mul(unity_ObjectToWorld, vertex); 25 | v2f o; 26 | o.vertex = UnityObjectToClipPos(vertex); 27 | o.depth = length(mul(UNITY_MATRIX_V, wPos).xyz); 28 | return o; 29 | } 30 | 31 | float4 frag (v2f i) : SV_Target 32 | { 33 | return i.depth; 34 | } 35 | ENDCG 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | -------------------------------------------------------------------------------- /Assets/CGINC/CoonsCurve.cginc: -------------------------------------------------------------------------------- 1 | #ifndef COONSCURVE_INCLUDED 2 | #define COONSCURVE_INCLUDED 3 | 4 | float3 coons(float t, float3 p0, float3 p1, float3 v0, float3 v1) 5 | { 6 | float3 a = 2*p0 - 2*p1 + v0 + v1; 7 | float3 b = -3*p0 + 3*p1 - 2*v0 - v1; 8 | 9 | float t2 = t*t; 10 | float t3 = t2*t; 11 | 12 | return a*t3 + b*t2 + v0*t + p0; 13 | } 14 | 15 | float2 coons(float t, float2 p0, float2 p1, float2 v0, float2 v1) 16 | { 17 | float2 a = 2*p0 - 2*p1 + v0 + v1; 18 | float2 b = -3*p0 + 3*p1 - 2*v0 - v1; 19 | 20 | float t2 = t*t; 21 | float t3 = t2*t; 22 | 23 | return a*t3 + b*t2 + v0*t + p0; 24 | } 25 | 26 | float coons(float t, float p0, float p1, float v0, float v1) 27 | { 28 | float a = 2*p0 - 2*p1 + v0 + v1; 29 | float b = -3*p0 + 3*p1 - 2*v0 - v1; 30 | 31 | float t2 = t*t; 32 | float t3 = t2*t; 33 | 34 | return a*t3 + b*t2 + v0*t + p0; 35 | } 36 | 37 | #endif -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_SprayPaintTexGen.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Hidden_SprayPaintTexGen 10 | m_Shader: {fileID: 4800000, guid: 60e469b6f00629440af6aa0dedd894e9, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Amp: 0.01 27 | - _Edge: 0.05 28 | - _Freq: 10 29 | m_Colors: [] 30 | -------------------------------------------------------------------------------- /Assets/CGINC/BillBoardCommon.cginc: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | #ifndef BILLBOARD_INCLUDED 4 | #define BILLBOARD_INCLUDED 5 | 6 | float4 vPosBillboard(float4 pos, float2 uv, float size){ 7 | float4 center = pos; 8 | center.xy -= uv-0.5; 9 | half4 vPos = mul(UNITY_MATRIX_MV, center); 10 | vPos.xy += (uv-0.5)*size; 11 | return vPos; 12 | } 13 | 14 | float4 wPosOnePoleBillboard(float4 pos, float2 uv, float size){ 15 | float4 center = pos; 16 | center.xy -= uv-0.5; 17 | center = mul(unity_ObjectToWorld, center); 18 | 19 | float3 forward = normalize(_WorldSpaceCameraPos - center.xyz); 20 | float3 up = UNITY_MATRIX_V[1].xyz; 21 | float3 right = normalize(cross(forward, up)); 22 | up = normalize(cross(right, forward)); 23 | 24 | float3 wPos = center.xyz + ((uv.x-0.5) * right + (uv.y-0.5) * up)*size; 25 | return float4(wPos,1.0); 26 | } 27 | 28 | #endif 29 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_EdgeThicken.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Hidden_EdgeThicken 10 | m_Shader: {fileID: 4800000, guid: b58bc51abeb079948a1915255bbaeb31, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _OPosTex: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | m_Floats: [] 30 | m_Colors: [] 31 | -------------------------------------------------------------------------------- /Assets/CGINC/ColorCollect.cginc: -------------------------------------------------------------------------------- 1 | #ifndef COLOR_COLLECT 2 | #define COLOR_COLLECT 3 | 4 | float3 rgb2hsv(float3 c) 5 | { 6 | float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 7 | float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); 8 | float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); 9 | 10 | float d = q.x - min(q.w, q.y); 11 | float e = 1.0e-10; 12 | return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); 13 | } 14 | float3 hsv2rgb(float3 c) 15 | { 16 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 17 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 18 | return lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y) * c.z; 19 | } 20 | 21 | //s:sourceColor, b:blendColor 22 | #define blendOverlay(s,b) (b < 0.5) ? (2.0 * s * b) : (1.0 - 2.0 * (1.0 - s) * (1.0 - b)) 23 | #define blendScreen(s,b) 1.0 - ((1.0 - s) * (1.0 - b)) 24 | 25 | #endif // COLOR_COLLECT 26 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 1 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Hironori Sugino 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/MeshInfoTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MeshInfoTexture : MonoBehaviour 4 | { 5 | public static RenderTexture[] GeneratePositionNormalTexture(Mesh mesh, int width = 512, int height = 512) 6 | { 7 | var texes = new RenderTexture[2]; 8 | for (var i = 0; i < 2; i++) 9 | { 10 | var tex = texes[i] = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBFloat); 11 | RenderTexture.active = tex; 12 | GL.Clear(true, true, Color.clear); 13 | } 14 | var buffers = new[] { texes[0].colorBuffer, texes[1].colorBuffer }; 15 | 16 | infoGen.SetPass(0); 17 | Graphics.SetRenderTarget(buffers, texes[0].depthBuffer); 18 | Graphics.DrawMeshNow(mesh, Matrix4x4.identity); 19 | 20 | return texes; 21 | } 22 | static Material infoGen { get { if (_infoGen == null) _infoGen = new Material(Shader.Find("Generator/mesh Info texture")); return _infoGen; } } 23 | static Material _infoGen; 24 | 25 | const string SettingFolderPath = "MeshInfoGeneratorSettings/"; 26 | 27 | public Mesh targetMesh; 28 | 29 | RenderTexture[] generatedTexes; 30 | } -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/SprayPaintTexGen.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/SprayPaintTexGen" 2 | { 3 | Properties 4 | { 5 | _Edge ("soft edge", Float) = 0.1 6 | _Freq ("frequency of noise", Float) = 10 7 | _Amp ("amplitude of noise", Float) = 0.1 8 | } 9 | SubShader 10 | { 11 | Tags {"PreviewType" = "Plane"} 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | 20 | #include "UnityCG.cginc" 21 | #include "Assets/CGINC/SimplexNoise2D.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | v2f vert (appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | return o; 41 | } 42 | 43 | float _Edge,_Freq,_Amp; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | half2 xy = i.uv - 0.5; 48 | half d = length(xy); 49 | half noise = snoise(normalize(xy)*_Freq); 50 | half shape = 0.5 - _Amp + noise * _Amp; 51 | 52 | half alpha = smoothstep(shape, shape * (1.0 - _Edge), d); 53 | return half4(1,1,1,alpha); 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/Mesh-Info-Texture.shader: -------------------------------------------------------------------------------- 1 | Shader "Generator/mesh Info texture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 ZTest Always Cull Off 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float3 normal : NORMAL; 24 | float2 uv : TEXCOORD0; 25 | float2 uv2 : TEXCOORD1; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float3 vPos : TEXCOORD0; 31 | float3 vNorm : TEXCOORD1; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | struct pOut 36 | { 37 | float4 VertexPosition : SV_Target0; 38 | float4 VertexNormal : SV_Target1; 39 | }; 40 | 41 | v2f vert (appdata v) 42 | { 43 | float3 vPos = v.vertex.xyz; 44 | float3 vNorm = v.normal; 45 | v.uv2.y = 1.0-v.uv2.y; 46 | 47 | v2f o; 48 | //use uv2 generated for light-map 49 | o.vertex = float4(v.uv2*2.0-1.0,0.0,1.0); 50 | o.vPos = vPos; 51 | o.vNorm = vNorm; 52 | return o; 53 | } 54 | 55 | pOut frag (v2f i) 56 | { 57 | pOut o; 58 | o.VertexPosition = float4(i.vPos,1.0); 59 | o.VertexNormal = float4(i.vNorm,1.0); 60 | return o; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/CanvasObjectVisualizer.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/CanvasObjectVisualizer" 2 | { 3 | Properties 4 | { 5 | _Canvas ("canvas", 2D) = "gray"{} 6 | _Guid ("guid", 2D) = "black"{} 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 100 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | #include "Assets/CGINC/ColorCollect.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float3 normal : NORMAL; 26 | float2 uv : TEXCOORD0; 27 | float2 uv2 : TEXCOORD1; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float3 normal : TEXCOORD1; 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _Canvas, _Guid; 38 | 39 | v2f vert (appdata v) 40 | { 41 | v2f o; 42 | o.vertex = UnityObjectToClipPos(v.vertex); 43 | o.uv = v.uv2; 44 | o.normal = v.normal; 45 | return o; 46 | } 47 | 48 | fixed4 frag (v2f i) : SV_Target 49 | { 50 | // sample the texture 51 | half4 col = tex2D(_Canvas, i.uv); 52 | half4 guid = tex2D(_Guid, i.uv); 53 | 54 | half4 overlay = blendOverlay(col, guid); 55 | half4 screen = blendScreen(col, guid); 56 | 57 | half4 blend = abs(col-overlay) < abs(col-screen) ? screen : overlay; 58 | 59 | return lerp(col, blend, guid.a); 60 | } 61 | ENDCG 62 | } 63 | } 64 | } 65 | 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m_ShowColliderSleep: 1 29 | m_ShowColliderContacts: 0 30 | m_ShowColliderAABB: 0 31 | m_ContactArrowScale: 0.2 32 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 33 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 34 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 35 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 36 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 37 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Materials/Hidden_ProjectionSpray.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Hidden_ProjectionSpray 10 | m_Shader: {fileID: 4800000, guid: 08d73e22ea031ee44bd4b895ebea2afb, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _Depth: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _ONormTex: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _OPosTex: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _Shape: 38 | m_Texture: {fileID: 28837447761748006, guid: 0da00a855726f164dba35cd0434636f1, 39 | type: 2} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | m_Floats: 43 | - _Dst: 30 44 | - _Emission: 1 45 | - _Eps: 0 46 | m_Colors: 47 | - _Color: {r: 1, g: 0.691693, b: 0, a: 1} 48 | - _Pos: {r: -4, g: 8, b: -8, a: 0} 49 | - _Rot: {r: 0.2843042, g: 0.22303821, b: -0.06818846, a: 0.9299331} 50 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | 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-------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/EdgeThicken.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/EdgeThicken" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _OPosTex ("object position", 2D) = "black"{} 7 | } 8 | SubShader 9 | { 10 | // No culling or depth 11 | Cull Off ZWrite Off ZTest Always 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | #define ts _OPosTex_TexelSize 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | }; 33 | 34 | v2f vert (appdata v) 35 | { 36 | v2f o; 37 | o.vertex = UnityObjectToClipPos(v.vertex); 38 | o.uv = v.uv; 39 | return o; 40 | } 41 | 42 | sampler2D _MainTex, _OPosTex; 43 | half4 _OPosTex_TexelSize; 44 | 45 | half4 frag (v2f i) : SV_Target 46 | { 47 | half alpha = tex2D(_OPosTex, i.uv).a; 48 | half edgeThick = 8.0; 49 | 50 | half a00 = tex2D(_OPosTex, i.uv + edgeThick * float2(-ts.x,-ts.y)).a; 51 | half a01 = tex2D(_OPosTex, i.uv + edgeThick * float2(-ts.x, ts.y)).a; 52 | half a10 = tex2D(_OPosTex, i.uv + edgeThick * float2( ts.x,-ts.y)).a; 53 | half a11 = tex2D(_OPosTex, i.uv + edgeThick * float2( ts.x, ts.y)).a; 54 | half2 dir = half2(a10+a11-a00-a01, a01+a11-a00-a10); 55 | 56 | half4 col = tex2D(_MainTex, i.uv); 57 | half4 col1 = tex2D(_MainTex, i.uv + normalize(dir) * ts.xy * edgeThick); 58 | 59 | if(alpha < 1) 60 | col = col1; 61 | 62 | // return tex2D(_OPosTex, i.uv); 63 | return col; 64 | } 65 | ENDCG 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawable/CanvasObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CanvasObject : DrawableBase 4 | { 5 | public Mesh mesh; 6 | 7 | [SerializeField] RenderTexture positionInfoTex; 8 | [SerializeField] RenderTexture normalInfoTex; 9 | 10 | public Texture posTex { get { return positionInfoTex; } } 11 | public Texture normTex { get { return normalInfoTex; } } 12 | 13 | protected override void Init() 14 | { 15 | base.Init(); 16 | 17 | if (mesh == null) 18 | mesh = GetComponent().sharedMesh; 19 | var texes = MeshInfoTexture.GeneratePositionNormalTexture(mesh, setting.texWidth, setting.texHeight); 20 | positionInfoTex = texes[0]; 21 | normalInfoTex = texes[1]; 22 | } 23 | 24 | public override void Draw(DrawerBase d) 25 | { 26 | d.SetCanvasObjectInfo(positionInfoTex, normalInfoTex, transform.localToWorldMatrix); 27 | d.SetDrawerTransform(); 28 | 29 | base.Draw(d); 30 | } 31 | 32 | public override void DrawGuid(DrawerBase d) 33 | { 34 | d.SetCanvasObjectInfo(positionInfoTex, normalInfoTex, transform.localToWorldMatrix); 35 | d.SetDrawerTransform(); 36 | 37 | base.DrawGuid(d); 38 | } 39 | 40 | protected override void UpdateTexture(RenderTexture[] pingPongCanvasRts, RenderTexture[] pingPongGuidRts) 41 | { 42 | updater.SetTexture("_OPosTex", positionInfoTex); 43 | Graphics.Blit(pingPongCanvasRts[0], pingPongCanvasRts[1], updater); 44 | Graphics.Blit(pingPongGuidRts[0], pingPongGuidRts[1], updater); 45 | Swap(pingPongCanvasRts); 46 | Swap(pingPongGuidRts); 47 | } 48 | 49 | void Swap(RenderTexture[] rts) 50 | { 51 | var tmp = rts[0]; 52 | rts[0] = rts[1]; 53 | rts[1] = tmp; 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/CGINC/Transform.cginc: -------------------------------------------------------------------------------- 1 | #ifndef TRANSFORM_INCLUDED 2 | #define TRANSFORM_INCLUDED 3 | // calculating formula from 4 | // http://www.cg.info.hiroshima-cu.ac.jp/~miyazaki/knowledge/tech07.html 5 | 6 | float3x3 getRotateMatrix(float3 right, float3 up, float3 forward) { 7 | float3x3 rot = float3x3( 8 | right.x, up.x, forward.x, 9 | right.y, up.y, forward.y, 10 | right.z, up.z, forward.z 11 | ); 12 | return rot; 13 | } 14 | 15 | float3x3 getLookRotationMatrix(float3 look, float3 up) { 16 | float3 right = cross(up, look); 17 | up = cross(look, right); 18 | look = normalize(look); 19 | up = normalize(up); 20 | right = normalize(right); 21 | return getRotateMatrix(right, up, look); 22 | } 23 | 24 | float3 rotateX(float3 v, float angle) { 25 | float 26 | s = sin(angle), 27 | c = cos(angle); 28 | float3x3 rot = float3x3( 29 | 1, 0, 0, 30 | 0, c, -s, 31 | 0, s, c 32 | ); 33 | return mul(rot, v); 34 | } 35 | 36 | float3 rotateY(float3 v, float angle) { 37 | float 38 | s = sin(angle), 39 | c = cos(angle); 40 | float3x3 rot = float3x3( 41 | c, 0, s, 42 | 0, 1, 0, 43 | -s, 0, c 44 | ); 45 | return mul(rot, v); 46 | } 47 | 48 | float3 rotateZ(float3 v, float angle) { 49 | float 50 | s = sin(angle), 51 | c = cos(angle); 52 | float3x3 rot = float3x3( 53 | c, -s, 0, 54 | s, c, 0, 55 | 0, 0, 1 56 | ); 57 | return mul(rot, v); 58 | } 59 | 60 | float3 rotate(float3 v, float3 axis, float angle) { 61 | float 62 | s = sin(angle), 63 | c = cos(angle); 64 | float 65 | nx = axis.x, 66 | ny = axis.y, 67 | nz = axis.z; 68 | float3x3 rot = float3x3( 69 | nx*nx*(1 - c) + c, nx*ny*(1 - c) - nz*s, nz*nx*(1 - c) + ny*s, 70 | nx*ny*(1 - c) + nz*s, ny*ny*(1 - c) + c, ny*nz*(1 - c) - nx*s, 71 | nz*nx*(1 - c) - ny*s, ny*nz*(1 - c) + nx*s, nz*nz*(1 - c) + c 72 | ); 73 | return mul(rot, v); 74 | } 75 | #endif // TRANSFORM_INCLUDED -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/DrawingManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class DrawingManager : MonoBehaviour 5 | { 6 | 7 | DrawerBase drawer; 8 | DrawableBase[] drawables; 9 | 10 | // Use this for initialization 11 | void Start() 12 | { 13 | drawer = FindObjectOfType(); 14 | drawables = FindObjectsOfType(); 15 | } 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | var ray = Camera.main.ScreenPointToRay(Input.mousePosition); 21 | RaycastHit hit; 22 | if (Physics.Raycast(ray, out hit)) 23 | { 24 | drawer.drawing = true; 25 | drawer.color = Color.HSVToRGB((Time.time * 0.1f % 1f), 1f, 1f); 26 | drawer.transform.LookAt(hit.point); 27 | } 28 | 29 | drawer.drawing = Input.GetMouseButton(0); 30 | 31 | 32 | foreach (var drawable in drawables) 33 | drawable.ClearGuid(); 34 | 35 | drawer.Draw(); 36 | drawer.DrawGuid(); 37 | 38 | foreach (var drawable in drawables) 39 | drawable.Apply(); 40 | } 41 | 42 | private void OnGUI() 43 | { 44 | var width = Screen.width * 0.2f; 45 | var height = Screen.height; 46 | var rect = new Rect(0, 0, width, height); 47 | 48 | GUI.backgroundColor = Color.gray; 49 | for (var i = 0; i < 2; i++) 50 | { 51 | var co = (CanvasObject)drawables[i]; 52 | rect.x = (Screen.width - width) * i; 53 | 54 | GUILayout.BeginArea(rect, (GUIStyle)"box"); 55 | GUILayout.Label(co.name); 56 | GUILayout.Label("position texture"); 57 | GUILayout.Label(co.posTex, GUILayout.Width(width), GUILayout.Height(width)); 58 | GUILayout.Label("canvas texture"); 59 | GUILayout.Label(co.drawingTex, GUILayout.Width(width), GUILayout.Height(width)); 60 | GUILayout.EndArea(); 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Assets/CGINC/PostBlendCommon.cginc: -------------------------------------------------------------------------------- 1 | #ifndef POST_BLEND_INCLUDE 2 | #define POST_BLEND_INCLUDE 3 | 4 | #define WET(n) o.blendAlpha.w = n; 5 | struct pOut 6 | { 7 | half4 blendColor : SV_Target0; 8 | half4 blendAlpha : SV_Target1; 9 | half4 mull : SV_Target2; 10 | half4 add : SV_Target3; 11 | }; 12 | 13 | half blendWeight(half depth){ 14 | depth = abs(depth); 15 | return clamp(pow(depth, -4),1e-4,5e10); 16 | } 17 | half blendDepth(half depth){ 18 | depth = abs(depth); 19 | return max(0,_ProjectionParams.z - depth); 20 | } 21 | 22 | pOut alphaBlend(half4 c, half depth){ 23 | half w = blendWeight(depth); 24 | pOut o; 25 | 26 | o.blendColor = half4(c.rgb*c.a*w,c.a); 27 | o.blendAlpha = half4(c.a*w, 0, 0, 0); 28 | o.mull = 0; 29 | o.add = 0; 30 | 31 | return o; 32 | } 33 | 34 | pOut additiveBlend(half4 c){ 35 | c.rgb *= c.a; 36 | pOut o; 37 | 38 | o.blendColor = 0; 39 | o.blendAlpha = half4(0,0,0,0); 40 | o.mull = 0; 41 | o.add = half4(c.rgb,0); 42 | 43 | return o; 44 | } 45 | 46 | pOut multiplyBlend(half4 c){ 47 | c.rgb = lerp(half3(1,1,1), c.rgb, c.a); 48 | // c.rgb = saturate(c.rgb); 49 | pOut o; 50 | 51 | o.blendColor = 1; 52 | o.blendAlpha = 1; 53 | o.mull = half4(c.rgb,1); 54 | o.add = 1; 55 | 56 | return o; 57 | } 58 | 59 | pOut alphaDepth(half4 c, half depth){ 60 | c.a = saturate(c.a*5); 61 | pOut o; 62 | 63 | o.blendColor = 0; 64 | o.blendAlpha = half4(0, c.a*blendDepth(depth), 0, 0); 65 | o.mull = 0; 66 | o.add = 0; 67 | 68 | return o; 69 | } 70 | pOut multiplyDepth(half4 c, half depth){ 71 | c.rgb = lerp(half3(1,1,1), c.rgb, c.a); 72 | c.a = distance(half3(1,1,1), c.rgb); 73 | c.a = saturate(c.a*5); 74 | pOut o; 75 | 76 | o.blendColor = 0; 77 | o.blendAlpha = 0; 78 | o.mull = half4(0,0,0,c.a*blendDepth(depth)); 79 | o.add = 0; 80 | 81 | return o; 82 | } 83 | pOut additiveDepth(half4 c, half depth){ 84 | c.rgb *= c.a; 85 | c.a = distance(half3(0,0,0), c.rgb); 86 | c.a = saturate(c.a*5); 87 | pOut o; 88 | 89 | o.blendColor = 0; 90 | o.blendAlpha = 0; 91 | o.mull = 0; 92 | o.add = half4(0,0,0,c.a*blendDepth(depth)); 93 | 94 | return o; 95 | } 96 | 97 | #endif -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/ShaderVariants.shadervariants: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 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/Assets/ProjectionSpray/Scripts/Drawer/ProjectionSpray.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | public class ProjectionSpray : DrawerBase 5 | { 6 | new Camera camera 7 | { 8 | get 9 | { 10 | if (_cam == null) 11 | { 12 | _cam = GetComponent(); 13 | if (_cam == null) 14 | _cam = gameObject.AddComponent(); 15 | _cam.clearFlags = CameraClearFlags.Nothing; 16 | _cam.nearClipPlane = 0.01f; 17 | depthOutput = new RenderTexture(dpthResolution, dpthResolution, 0, RenderTextureFormat.RFloat); 18 | depthOutput.Create(); 19 | _cam.targetTexture = depthOutput; 20 | _cam.SetReplacementShader(depthRendererShader, "RenderType"); 21 | } 22 | return _cam; 23 | } 24 | } 25 | Camera _cam; 26 | RenderTexture depthOutput; 27 | Matrix4x4 ProjectionOffsetMatrix = Matrix4x4.TRS(Vector3.one * .5f, Quaternion.identity, Vector3.one * .5f); 28 | Matrix4x4 projectionMatrix; 29 | 30 | public Shader depthRendererShader; 31 | public int 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_DetailNormalMapScale: 1 73 | - _DstBlend: 0 74 | - _GlossMapScale: 1 75 | - _Glossiness: 0.5 76 | - _GlossyReflections: 1 77 | - _Metallic: 0 78 | - _Mode: 0 79 | - _OcclusionStrength: 1 80 | - _Parallax: 0.02 81 | - _SmoothnessTextureChannel: 0 82 | - _SpecularHighlights: 1 83 | - _SrcBlend: 1 84 | - _UVSec: 0 85 | - _ZWrite: 1 86 | m_Colors: 87 | - _Color: {r: 1, g: 1, b: 1, a: 1} 88 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 89 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawer/DrawerBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public abstract class DrawerBase : MonoBehaviour 5 | { 6 | const string PropPosition = "_Pos"; 7 | const string PropRotation = "_Rot"; 8 | const string PropColor = "_Color"; 9 | const string PropEmission = "_Emission"; 10 | const string PropPosTex = "_OPosTex"; 11 | const string PropNormTex = "_ONormTex"; 12 | const string PropObjectMatrix = "_MatrixO2W"; 13 | 14 | public Material drawMat; 15 | public Vector3 pos; 16 | public Vector4 rot; 17 | public Color color; 18 | public float emission = 0f; 19 | public bool drawing; 20 | 21 | 22 | public List drawTargetList 23 | { 24 | get 25 | { 26 | if (_target == null) 27 | _target = new List(); 28 | return _target; 29 | } 30 | } 31 | List _target; 32 | 33 | [Header("shader pass setting")] 34 | public int drawPass = 0; 35 | public int guidPass = 1; 36 | 37 | protected virtual void UpdateDrawTarget() 38 | { 39 | drawTargetList.Clear(); 40 | drawTargetList.AddRange(DrawableBase.AllDrawableList); 41 | } 42 | 43 | public void Draw() 44 | { 45 | UpdateDrawTarget(); 46 | if (!drawing) return; 47 | foreach (var d in drawTargetList) 48 | DrawTo(d); 49 | } 50 | public void DrawGuid() 51 | { 52 | if (drawing) return; 53 | foreach (var d in drawTargetList) 54 | DrawGuidTo(d); 55 | } 56 | 57 | public void DrawTo(DrawableBase drawable) { drawable.Draw(this); } 58 | 59 | public void DrawGuidTo(DrawableBase drawable) { drawable.DrawGuid(this); } 60 | 61 | public virtual void DrawRts(RenderTexture[] rts, int pass) 62 | { 63 | drawMat.SetColor(PropColor, color); 64 | drawMat.SetFloat(PropEmission, emission); 65 | 66 | if (pass < drawMat.passCount) 67 | { 68 | Graphics.Blit(rts[0], rts[1], drawMat, pass); 69 | Swap(rts); 70 | } 71 | } 72 | 73 | void Swap(RenderTexture[] rts) 74 | { 75 | var tmp = rts[0]; 76 | rts[0] = rts[1]; 77 | rts[1] = tmp; 78 | } 79 | 80 | public void SetDrawerTransform() 81 | { 82 | rot.x = transform.rotation.x; 83 | rot.y = transform.rotation.y; 84 | rot.z = transform.rotation.z; 85 | rot.w = transform.rotation.w; 86 | pos = transform.position; 87 | 88 | drawMat.SetVector(PropPosition, pos); 89 | drawMat.SetVector(PropRotation, rot); 90 | } 91 | 92 | public void SetCanvasObjectInfo(Texture posTex, Texture normTex, Matrix4x4 objMatrix) 93 | { 94 | drawMat.SetTexture(PropPosTex, posTex); 95 | drawMat.SetTexture(PropNormTex, normTex); 96 | drawMat.SetMatrix(PropObjectMatrix, objMatrix); 97 | } 98 | } -------------------------------------------------------------------------------- /Assets/CGINC/Quaternion.cginc: -------------------------------------------------------------------------------- 1 | #ifndef QUATERNION_INCLUDED 2 | #define QUATERNION_INCLUDED 3 | 4 | #include "/Assets/CGINC/Random.cginc" 5 | #define PI2 6.28318530718 6 | // Quaternion multiplication. 7 | // http://mathworld.wolfram.com/Quaternion.html 8 | float4 qmul(float4 q1, float4 q2) 9 | { 10 | return float4( 11 | q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), 12 | q1.w * q2.w - dot(q1.xyz, q2.xyz) 13 | ); 14 | } 15 | 16 | //Convert Matrix to Quaternion 17 | // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ 18 | float4 matrix_to_quaternion(float3x3 m) { 19 | 20 | float tr = m[0][0] + m[1][1] + m[2][2]; 21 | float4 q = float4(0, 0, 0, 0); 22 | 23 | if (tr > 0) { 24 | float s = sqrt(tr + 1.0) * 2; // S=4*qw 25 | q.w = 0.25 * s; 26 | q.x = (m[2][1] - m[1][2]) / s; 27 | q.y = (m[0][2] - m[2][0]) / s; 28 | q.z = (m[1][0] - m[0][1]) / s; 29 | } 30 | else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) { 31 | float s = sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2; // S=4*qx 32 | q.w = (m[2][1] - m[1][2]) / s; 33 | q.x = 0.25 * s; 34 | q.y = (m[0][1] + m[1][0]) / s; 35 | q.z = (m[0][2] + m[2][0]) / s; 36 | } 37 | else if (m[1][1] > m[2][2]) { 38 | float s = sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2; // S=4*qy 39 | q.w = (m[0][2] - m[2][0]) / s; 40 | q.x = (m[0][1] + m[1][0]) / s; 41 | q.y = 0.25 * s; 42 | q.z = (m[1][2] + m[2][1]) / s; 43 | } 44 | else { 45 | float s = sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2; // S=4*qz 46 | q.w = (m[1][0] - m[0][1]) / s; 47 | q.x = (m[0][2] + m[2][0]) / s; 48 | q.y = (m[1][2] + m[2][1]) / s; 49 | q.z = 0.25 * s; 50 | } 51 | 52 | return q; 53 | } 54 | 55 | // Rotate a vector with a rotation quaternion. 56 | // http://mathworld.wolfram.com/Quaternion.html 57 | float3 rotateWithQuaternion(float3 v, float4 r) 58 | { 59 | float4 r_c = r * float4(-1.0, -1.0, -1.0, 1.0); 60 | return qmul(r, qmul(float4(v, 0.0), r_c)).xyz; 61 | } 62 | 63 | float4 getAngleAxisRotation(float3 v, float3 axis, float angle) { 64 | axis = normalize(axis); 65 | float s, c; 66 | sincos(angle*0.5, s, c); 67 | return float4(axis.x*s, axis.y*s, axis.z*s, c); 68 | } 69 | 70 | float3 rotateAngleAxis(float3 v, float3 axis, float angle) { 71 | float4 q = getAngleAxisRotation(v, axis, angle); 72 | return rotateWithQuaternion(v, q); 73 | } 74 | 75 | float4 fromToRotation(float3 from, float3 to) { 76 | float3 77 | v1 = normalize(from), 78 | v2 = normalize(to), 79 | cr = cross(v1, v2); 80 | float4 q = float4(cr, 1 + dot(v1, v2)); 81 | return normalize(q); 82 | } 83 | 84 | float4 getRandomRotation(float2 uv) { 85 | 86 | // Uniform random unit quaternion. 87 | // http://tog.acm.org/resources/GraphicsGems/gemsiii/urot.c 88 | float3 r3 = rand3(uv); 89 | 90 | float r1 = sqrt(1.0 - r3.x); 91 | float r2 = sqrt(r3.x); 92 | float t1 = PI2 * r3.y; 93 | float t2 = PI2 * r3.z; 94 | 95 | return float4(sin(t1) * r1, cos(t1) * r1, sin(t2) * r2, cos(t2) * r2); 96 | } 97 | 98 | #endif -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Scripts/Drawable/DrawableBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public abstract class DrawableBase : MonoBehaviour { 5 | new protected Renderer renderer; 6 | public static List AllDrawableList { get; private set; } 7 | const string PropCanvasTex = "_Canvas"; 8 | const string PropGuidTex = "_Guid"; 9 | 10 | public Setting setting; 11 | public Color clearColor = Color.gray; 12 | public Texture originTex; 13 | 14 | public Material updater; 15 | public Bounds bounds { get { return renderer.bounds; } } 16 | 17 | RenderTexture canvas; 18 | RenderTexture guid; 19 | 20 | RenderTexture[] pingPongCanvasRts; 21 | RenderTexture[] pingPongGuidRts; 22 | 23 | public Texture drawingTex { get { return canvas; } } 24 | 25 | private void OnEnable() 26 | { 27 | if (AllDrawableList == null) 28 | AllDrawableList = new List(); 29 | AllDrawableList.Add(this); 30 | } 31 | private void OnDisable() 32 | { 33 | AllDrawableList.Remove(this); 34 | } 35 | 36 | private void Start() 37 | { 38 | renderer = GetComponent(); 39 | Init(); 40 | } 41 | 42 | RenderTexture CreateRT() 43 | { 44 | var rt = new RenderTexture(setting.texWidth, setting.texHeight, 0, RenderTextureFormat.ARGBHalf); 45 | rt.Create(); 46 | return rt; 47 | } 48 | protected virtual void Init () 49 | { 50 | canvas = CreateRT(); 51 | canvas.wrapMode = TextureWrapMode.Clamp; 52 | guid = Instantiate(canvas); 53 | guid.Create(); 54 | 55 | pingPongCanvasRts = new[] { CreateRT(), CreateRT() }; 56 | pingPongGuidRts = new[] { CreateRT(), CreateRT() }; 57 | 58 | Clear(); 59 | 60 | var mpb = new MaterialPropertyBlock(); 61 | renderer.GetPropertyBlock(mpb); 62 | mpb.SetTexture(PropCanvasTex, canvas); 63 | mpb.SetTexture(PropGuidTex, guid); 64 | renderer.SetPropertyBlock(mpb); 65 | } 66 | public void Clear() 67 | { 68 | if (originTex != null) 69 | Graphics.Blit(originTex, canvas); 70 | else 71 | { 72 | RenderTexture.active = canvas; 73 | GL.Clear(true, true, clearColor); 74 | } 75 | Graphics.CopyTexture(canvas, pingPongCanvasRts[0]); 76 | } 77 | public void ClearGuid() 78 | { 79 | RenderTexture.active = guid; 80 | GL.Clear(true, true, Color.clear); 81 | Graphics.CopyTexture(guid, pingPongGuidRts[0]); 82 | } 83 | 84 | public virtual void Draw(DrawerBase d) 85 | { 86 | d.DrawRts(pingPongCanvasRts, d.drawPass); 87 | } 88 | public virtual void DrawGuid(DrawerBase d) 89 | { 90 | d.DrawRts(pingPongGuidRts, d.guidPass); 91 | } 92 | 93 | public void Apply() 94 | { 95 | if (updater != null) 96 | UpdateTexture(pingPongCanvasRts, pingPongGuidRts); 97 | 98 | Graphics.CopyTexture(pingPongCanvasRts[0], canvas); 99 | Graphics.CopyTexture(pingPongGuidRts[0], guid); 100 | } 101 | 102 | protected virtual void UpdateTexture(RenderTexture[] pingPongCanvasRts, RenderTexture[] pingPongGuidRts) { } 103 | 104 | [System.Serializable] 105 | public class Setting 106 | { 107 | public int texWidth = 1024; 108 | public int texHeight = 1024; 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Assets/ProjectionSpray/Shaders/ProjectionSpray.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Projectionspray" 2 | { 3 | Properties 4 | { 5 | _MainTex ("canvas", 2D) = "white" {} 6 | _Shape ("splay shape", 2D) = "black"{} 7 | _Depth ("projecor depth", 2D) = "black"{} 8 | 9 | _OPosTex ("object position", 2D) = "black"{} 10 | _ONormTex ("object normal", 2D) = "black"{} 11 | 12 | _Color("draw color", Color) = (1,0,0,0) 13 | _Pos("position", Vector) = (0,0,0,0) 14 | _Rot("rotation", Vector) = (0,0,0,0) 15 | _Emission("emission per sec", Float) = 1 16 | _Dst ("max distance", Float) = 2 17 | } 18 | CGINCLUDE 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex, _Shape, _OPosTex, _ONormTex, _Depth; 42 | float4x4 _ProjectionMatrix, _MatrixO2W, _MatrixW2D; 43 | half4 _Color, _Rot; 44 | half3 _Pos; 45 | half _Emission, _Dst; 46 | 47 | void getObjectPos(float2 uv, inout half3 wPos, inout half3 wNorm){ 48 | half4 pos = tex2D(_OPosTex, uv); 49 | half3 norm = tex2D(_ONormTex, uv).xyz; 50 | wPos = mul(_MatrixO2W, pos); 51 | wNorm = normalize(mul((float3x3)_MatrixO2W, norm)); 52 | wPos -= (pos.a < 0.5) * 10000; 53 | } 54 | 55 | float calcAtten(float3 vPos, float3 vNorm, inout float depth){ 56 | depth = length(vPos); 57 | float3 dir = normalize(vPos); 58 | float atten = max(0, dot(vNorm, -dir)); 59 | return atten; 60 | } 61 | 62 | //MatrixW2D: world to drawer matrix. 63 | half4 projectedTex(half3 wPos, half3 wNorm) 64 | { 65 | float4 uvProj = mul(_ProjectionMatrix, float4(wPos,1)); 66 | half2 uv = uvProj.xy/uvProj.w; 67 | 68 | half4 tex = tex2Dlod (_Shape, half4(uv,0,0)); 69 | 70 | float3 vPos = mul(_MatrixW2D, float4(wPos,1)).xyz; 71 | float3 vNorm = mul((float3x3)_MatrixW2D, wNorm); 72 | float depth; 73 | float depthMask = tex2Dlod(_Depth, half4(uv,0,0)).r; 74 | float atten = calcAtten(vPos, vNorm, depth); 75 | 76 | tex.a *= 0 < uvProj.z; 77 | tex.a *= (abs(uv.x-0.5)<0.5) * (abs(uv.y-0.5)<0.5); 78 | tex.a *= 1.0 - saturate(( depth - depthMask)*100.0); 79 | tex.a *= atten; 80 | tex.a *= lerp(1, 0, (depth/_Dst)); 81 | 82 | return tex; 83 | } 84 | 85 | half4 draw (v2f i) : SV_Target 86 | { 87 | fixed4 col = tex2D(_MainTex, i.uv); 88 | half3 wPos, wNorm; 89 | getObjectPos(i.uv, wPos, wNorm); 90 | half4 tex = projectedTex(wPos, wNorm) * _Color; 91 | tex.a *= unity_DeltaTime * _Emission; 92 | 93 | col.rgb = lerp(col.rgb, tex.rgb, tex.a); 94 | col.a = 1; 95 | 96 | return col; 97 | } 98 | 99 | half4 drawGuid(v2f i) : SV_Target 100 | { 101 | fixed4 col = tex2D(_MainTex, i.uv); 102 | half3 wPos, wNorm; 103 | getObjectPos(i.uv, wPos, wNorm); 104 | half4 tex = projectedTex(wPos, wNorm) * _Color; 105 | 106 | col = lerp(col, tex, tex.a); 107 | col.a = tex.a; 108 | 109 | return col; 110 | } 111 | ENDCG 112 | SubShader 113 | { 114 | // No culling or depth 115 | Cull Off ZWrite Off ZTest Always 116 | 117 | Pass 118 | { 119 | CGPROGRAM 120 | #pragma vertex vert 121 | #pragma fragment draw 122 | 123 | ENDCG 124 | } 125 | Pass 126 | { 127 | CGPROGRAM 128 | #pragma vertex vert 129 | #pragma fragment drawGuid 130 | 131 | ENDCG 132 | } 133 | } 134 | } 135 | -------------------------------------------------------------------------------- /Assets/CGINC/ClassicNoise2D.cginc: -------------------------------------------------------------------------------- 1 | // An HLSL variant of Gustavson's webgl-noise. 2 | // Translated by Keijiro Takahashi 3 | // For further details, see the original notice below. 4 | 5 | // 6 | // GLSL textureless classic 2D noise "cnoise", 7 | // with an RSL-style periodic variant "pnoise". 8 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 9 | // Version: 2011-08-22 10 | // 11 | // Many thanks to Ian McEwan of Ashima Arts for the 12 | // ideas for permutation and gradient selection. 13 | // 14 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 15 | // Distributed under the MIT license. See LICENSE file. 16 | // https://github.com/ashima/webgl-noise 17 | // 18 | 19 | float4 mod(float4 x, float4 y) 20 | { 21 | return x - y * floor(x / y); 22 | } 23 | 24 | float4 mod289(float4 x) 25 | { 26 | return x - floor(x / 289.0) * 289.0; 27 | } 28 | 29 | float4 permute(float4 x) 30 | { 31 | return mod289(((x*34.0)+1.0)*x); 32 | } 33 | 34 | float4 taylorInvSqrt(float4 r) 35 | { 36 | return (float4)1.79284291400159 - r * 0.85373472095314; 37 | } 38 | 39 | float2 fade(float2 t) { 40 | return t*t*t*(t*(t*6.0-15.0)+10.0); 41 | } 42 | 43 | // Classic Perlin noise 44 | float cnoise(float2 P) 45 | { 46 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 47 | float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 48 | Pi = mod289(Pi); // To avoid truncation effects in permutation 49 | float4 ix = Pi.xzxz; 50 | float4 iy = Pi.yyww; 51 | float4 fx = Pf.xzxz; 52 | float4 fy = Pf.yyww; 53 | 54 | float4 i = permute(permute(ix) + iy); 55 | 56 | float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; 57 | float4 gy = abs(gx) - 0.5 ; 58 | float4 tx = floor(gx + 0.5); 59 | gx = gx - tx; 60 | 61 | float2 g00 = float2(gx.x,gy.x); 62 | float2 g10 = float2(gx.y,gy.y); 63 | float2 g01 = float2(gx.z,gy.z); 64 | float2 g11 = float2(gx.w,gy.w); 65 | 66 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 67 | g00 *= norm.x; 68 | g01 *= norm.y; 69 | g10 *= norm.z; 70 | g11 *= norm.w; 71 | 72 | float n00 = dot(g00, float2(fx.x, fy.x)); 73 | float n10 = dot(g10, float2(fx.y, fy.y)); 74 | float n01 = dot(g01, float2(fx.z, fy.z)); 75 | float n11 = dot(g11, float2(fx.w, fy.w)); 76 | 77 | float2 fade_xy = fade(Pf.xy); 78 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 79 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 80 | return 2.3 * n_xy; 81 | } 82 | 83 | // Classic Perlin noise, periodic variant 84 | float pnoise(float2 P, float2 rep) 85 | { 86 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 87 | float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 88 | Pi = mod(Pi, rep.xyxy); // To create noise with explicit period 89 | Pi = mod289(Pi); // To avoid truncation effects in permutation 90 | float4 ix = Pi.xzxz; 91 | float4 iy = Pi.yyww; 92 | float4 fx = Pf.xzxz; 93 | float4 fy = Pf.yyww; 94 | 95 | float4 i = permute(permute(ix) + iy); 96 | 97 | float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; 98 | float4 gy = abs(gx) - 0.5 ; 99 | float4 tx = floor(gx + 0.5); 100 | gx = gx - tx; 101 | 102 | float2 g00 = float2(gx.x,gy.x); 103 | float2 g10 = float2(gx.y,gy.y); 104 | float2 g01 = float2(gx.z,gy.z); 105 | float2 g11 = float2(gx.w,gy.w); 106 | 107 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 108 | g00 *= norm.x; 109 | g01 *= norm.y; 110 | g10 *= norm.z; 111 | g11 *= norm.w; 112 | 113 | float n00 = dot(g00, float2(fx.x, fy.x)); 114 | float n10 = dot(g10, float2(fx.y, fy.y)); 115 | float n01 = dot(g01, float2(fx.z, fy.z)); 116 | float n11 = dot(g11, float2(fx.w, fy.w)); 117 | 118 | float2 fade_xy = fade(Pf.xy); 119 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 120 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 121 | return 2.3 * n_xy; 122 | } 123 | -------------------------------------------------------------------------------- /Assets/CGINC/SimplexNoise2D.cginc: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D simplex noise function. 14 | // Author : Ian McEwan, Ashima Arts. 15 | // Maintainer : ijm 16 | // Lastmod : 20110822 (ijm) 17 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 18 | // Distributed under the MIT License. See LICENSE file. 19 | // https://github.com/ashima/webgl-noise 20 | // 21 | 22 | float3 mod289(float3 x) 23 | { 24 | return x - floor(x / 289.0) * 289.0; 25 | } 26 | 27 | float2 mod289(float2 x) 28 | { 29 | return x - floor(x / 289.0) * 289.0; 30 | } 31 | 32 | float3 permute(float3 x) 33 | { 34 | return mod289((x * 34.0 + 1.0) * x); 35 | } 36 | 37 | float3 taylorInvSqrt(float3 r) 38 | { 39 | return 1.79284291400159 - 0.85373472095314 * r; 40 | } 41 | 42 | float snoise(float2 v) 43 | { 44 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 45 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 46 | -0.577350269189626, // -1.0 + 2.0 * C.x 47 | 0.024390243902439); // 1.0 / 41.0 48 | // First corner 49 | float2 i = floor(v + dot(v, C.yy)); 50 | float2 x0 = v - i + dot(i, C.xx); 51 | 52 | // Other corners 53 | float2 i1; 54 | i1.x = step(x0.y, x0.x); 55 | i1.y = 1.0 - i1.x; 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xx; 58 | // x2 = x0 - 1.0 + 2.0 * C.xx; 59 | float2 x1 = x0 + C.xx - i1; 60 | float2 x2 = x0 + C.zz; 61 | 62 | // Permutations 63 | i = mod289(i); // Avoid truncation effects in permutation 64 | float3 p = 65 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 66 | + i.x + float3(0.0, i1.x, 1.0)); 67 | 68 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 69 | m = m * m; 70 | m = m * m; 71 | 72 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 73 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 74 | float3 x = 2.0 * frac(p * C.www) - 1.0; 75 | float3 h = abs(x) - 0.5; 76 | float3 ox = floor(x + 0.5); 77 | float3 a0 = x - ox; 78 | 79 | // Normalise gradients implicitly by scaling m 80 | m *= taylorInvSqrt(a0 * a0 + h * h); 81 | 82 | // Compute final noise value at P 83 | float3 g; 84 | g.x = a0.x * x0.x + h.x * x0.y; 85 | g.y = a0.y * x1.x + h.y * x1.y; 86 | g.z = a0.z * x2.x + h.z * x2.y; 87 | return 130.0 * dot(m, g); 88 | } 89 | 90 | float2 snoise_grad(float2 v) 91 | { 92 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 93 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 94 | -0.577350269189626, // -1.0 + 2.0 * C.x 95 | 0.024390243902439); // 1.0 / 41.0 96 | // First corner 97 | float2 i = floor(v + dot(v, C.yy)); 98 | float2 x0 = v - i + dot(i, C.xx); 99 | 100 | // Other corners 101 | float2 i1; 102 | i1.x = step(x0.y, x0.x); 103 | i1.y = 1.0 - i1.x; 104 | 105 | // x1 = x0 - i1 + 1.0 * C.xx; 106 | // x2 = x0 - 1.0 + 2.0 * C.xx; 107 | float2 x1 = x0 + C.xx - i1; 108 | float2 x2 = x0 + C.zz; 109 | 110 | // Permutations 111 | i = mod289(i); // Avoid truncation effects in permutation 112 | float3 p = 113 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 114 | + i.x + float3(0.0, i1.x, 1.0)); 115 | 116 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 117 | float3 m2 = m * m; 118 | float3 m3 = m2 * m; 119 | float3 m4 = m2 * m2; 120 | 121 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 122 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 123 | float3 x = 2.0 * frac(p * C.www) - 1.0; 124 | float3 h = abs(x) - 0.5; 125 | float3 ox = floor(x + 0.5); 126 | float3 a0 = x - ox; 127 | 128 | // Normalise gradients 129 | float3 norm = taylorInvSqrt(a0 * a0 + h * h); 130 | float2 g0 = float2(a0.x, h.x) * norm.x; 131 | float2 g1 = float2(a0.y, h.y) * norm.y; 132 | float2 g2 = float2(a0.z, h.z) * norm.z; 133 | 134 | // Compute gradient of noise function at P 135 | float2 grad = 136 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 137 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 138 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; 139 | return 130.0 * grad; 140 | } 141 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 5 8 | m_QualitySettings: 9 | - 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serializedVersion: 2 122 | name: Very High 123 | pixelLightCount: 3 124 | shadows: 2 125 | shadowResolution: 2 126 | shadowProjection: 1 127 | shadowCascades: 2 128 | shadowDistance: 70 129 | shadowNearPlaneOffset: 3 130 | shadowCascade2Split: 0.33333334 131 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 132 | shadowmaskMode: 1 133 | blendWeights: 4 134 | textureQuality: 0 135 | anisotropicTextures: 2 136 | antiAliasing: 2 137 | softParticles: 1 138 | softVegetation: 1 139 | realtimeReflectionProbes: 1 140 | billboardsFaceCameraPosition: 1 141 | vSyncCount: 1 142 | lodBias: 1.5 143 | maximumLODLevel: 0 144 | particleRaycastBudget: 1024 145 | asyncUploadTimeSlice: 2 146 | asyncUploadBufferSize: 4 147 | resolutionScalingFixedDPIFactor: 1 148 | excludedTargetPlatforms: [] 149 | - serializedVersion: 2 150 | name: Ultra 151 | pixelLightCount: 4 152 | shadows: 2 153 | shadowResolution: 2 154 | shadowProjection: 1 155 | shadowCascades: 4 156 | shadowDistance: 150 157 | shadowNearPlaneOffset: 3 158 | shadowCascade2Split: 0.33333334 159 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 160 | shadowmaskMode: 1 161 | blendWeights: 4 162 | textureQuality: 0 163 | anisotropicTextures: 2 164 | antiAliasing: 2 165 | softParticles: 1 166 | softVegetation: 1 167 | realtimeReflectionProbes: 1 168 | billboardsFaceCameraPosition: 1 169 | vSyncCount: 1 170 | lodBias: 2 171 | maximumLODLevel: 0 172 | particleRaycastBudget: 4096 173 | asyncUploadTimeSlice: 2 174 | asyncUploadBufferSize: 4 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSM: 5 183 | PSP2: 2 184 | Samsung TV: 2 185 | Standalone: 5 186 | Tizen: 2 187 | Web: 5 188 | WebGL: 3 189 | WiiU: 5 190 | Windows Store Apps: 5 191 | XboxOne: 5 192 | iPhone: 2 193 | tvOS: 2 194 | -------------------------------------------------------------------------------- /Assets/CGINC/SimplexNoise3D.cginc: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D/3D/4D simplex 14 | // noise functions. 15 | // Author : Ian McEwan, Ashima Arts. 16 | // Maintainer : ijm 17 | // Lastmod : 20110822 (ijm) 18 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 19 | // Distributed under the MIT License. See LICENSE file. 20 | // https://github.com/ashima/webgl-noise 21 | // 22 | 23 | float3 mod289(float3 x) 24 | { 25 | return x - floor(x / 289.0) * 289.0; 26 | } 27 | 28 | float4 mod289(float4 x) 29 | { 30 | return x - floor(x / 289.0) * 289.0; 31 | } 32 | 33 | float4 permute(float4 x) 34 | { 35 | return mod289((x * 34.0 + 1.0) * x); 36 | } 37 | 38 | float4 taylorInvSqrt(float4 r) 39 | { 40 | return 1.79284291400159 - r * 0.85373472095314; 41 | } 42 | 43 | float snoise(float3 v) 44 | { 45 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 46 | 47 | // First corner 48 | float3 i = floor(v + dot(v, C.yyy)); 49 | float3 x0 = v - i + dot(i, C.xxx); 50 | 51 | // Other corners 52 | float3 g = step(x0.yzx, x0.xyz); 53 | float3 l = 1.0 - g; 54 | float3 i1 = min(g.xyz, l.zxy); 55 | float3 i2 = max(g.xyz, l.zxy); 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xxx; 58 | // x2 = x0 - i2 + 2.0 * C.xxx; 59 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 60 | float3 x1 = x0 - i1 + C.xxx; 61 | float3 x2 = x0 - i2 + C.yyy; 62 | float3 x3 = x0 - 0.5; 63 | 64 | // Permutations 65 | i = mod289(i); // Avoid truncation effects in permutation 66 | float4 p = 67 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 68 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 69 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 70 | 71 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 72 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 73 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 74 | 75 | float4 x_ = floor(j / 7.0); 76 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 77 | 78 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 79 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 80 | 81 | float4 h = 1.0 - abs(x) - abs(y); 82 | 83 | float4 b0 = float4(x.xy, y.xy); 84 | float4 b1 = float4(x.zw, y.zw); 85 | 86 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 87 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 88 | float4 s0 = floor(b0) * 2.0 + 1.0; 89 | float4 s1 = floor(b1) * 2.0 + 1.0; 90 | float4 sh = -step(h, 0.0); 91 | 92 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 93 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 94 | 95 | float3 g0 = float3(a0.xy, h.x); 96 | float3 g1 = float3(a0.zw, h.y); 97 | float3 g2 = float3(a1.xy, h.z); 98 | float3 g3 = float3(a1.zw, h.w); 99 | 100 | // Normalise gradients 101 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 102 | g0 *= norm.x; 103 | g1 *= norm.y; 104 | g2 *= norm.z; 105 | g3 *= norm.w; 106 | 107 | // Mix final noise value 108 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 109 | m = m * m; 110 | m = m * m; 111 | 112 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 113 | return 42.0 * dot(m, px); 114 | } 115 | 116 | float3 snoise_grad(float3 v) 117 | { 118 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 119 | 120 | // First corner 121 | float3 i = floor(v + dot(v, C.yyy)); 122 | float3 x0 = v - i + dot(i, C.xxx); 123 | 124 | // Other corners 125 | float3 g = step(x0.yzx, x0.xyz); 126 | float3 l = 1.0 - g; 127 | float3 i1 = min(g.xyz, l.zxy); 128 | float3 i2 = max(g.xyz, l.zxy); 129 | 130 | // x1 = x0 - i1 + 1.0 * C.xxx; 131 | // x2 = x0 - i2 + 2.0 * C.xxx; 132 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 133 | float3 x1 = x0 - i1 + C.xxx; 134 | float3 x2 = x0 - i2 + C.yyy; 135 | float3 x3 = x0 - 0.5; 136 | 137 | // Permutations 138 | i = mod289(i); // Avoid truncation effects in permutation 139 | float4 p = 140 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 141 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 142 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 143 | 144 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 145 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 146 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 147 | 148 | float4 x_ = floor(j / 7.0); 149 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 150 | 151 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 152 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 153 | 154 | float4 h = 1.0 - abs(x) - abs(y); 155 | 156 | float4 b0 = float4(x.xy, y.xy); 157 | float4 b1 = float4(x.zw, y.zw); 158 | 159 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 160 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 161 | float4 s0 = floor(b0) * 2.0 + 1.0; 162 | float4 s1 = floor(b1) * 2.0 + 1.0; 163 | float4 sh = -step(h, 0.0); 164 | 165 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 166 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 167 | 168 | float3 g0 = float3(a0.xy, h.x); 169 | float3 g1 = float3(a0.zw, h.y); 170 | float3 g2 = float3(a1.xy, h.z); 171 | float3 g3 = float3(a1.zw, h.w); 172 | 173 | // Normalise gradients 174 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 175 | g0 *= norm.x; 176 | g1 *= norm.y; 177 | g2 *= norm.z; 178 | g3 *= norm.w; 179 | 180 | // Compute gradient of noise function at P 181 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 182 | float4 m2 = m * m; 183 | float4 m3 = m2 * m; 184 | float4 m4 = m2 * m2; 185 | float3 grad = 186 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 187 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 188 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + 189 | -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; 190 | return 42.0 * grad; 191 | } -------------------------------------------------------------------------------- /Assets/CGINC/ClassicNoise3D.cginc: -------------------------------------------------------------------------------- 1 | // An HLSL variant of the Gustavson's webgl-noise shader. 2 | // Translated by Keijiro Takahashi 3 | // For further information, see the original notice below. 4 | 5 | // 6 | // GLSL textureless classic 3D noise "cnoise", 7 | // with an RSL-style periodic variant "pnoise". 8 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 9 | // Version: 2011-10-11 10 | // 11 | // Many thanks to Ian McEwan of Ashima Arts for the 12 | // ideas for permutation and gradient selection. 13 | // 14 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 15 | // Distributed under the MIT license. See LICENSE file. 16 | // https://github.com/ashima/webgl-noise 17 | // 18 | 19 | float3 mod(float3 x, float3 y) 20 | { 21 | return x - y * floor(x / y); 22 | } 23 | 24 | float3 mod289(float3 x) 25 | { 26 | return x - floor(x / 289.0) * 289.0; 27 | } 28 | 29 | float4 mod289(float4 x) 30 | { 31 | return x - floor(x / 289.0) * 289.0; 32 | } 33 | 34 | float4 permute(float4 x) 35 | { 36 | return mod289(((x*34.0)+1.0)*x); 37 | } 38 | 39 | float4 taylorInvSqrt(float4 r) 40 | { 41 | return (float4)1.79284291400159 - r * 0.85373472095314; 42 | } 43 | 44 | float3 fade(float3 t) { 45 | return t*t*t*(t*(t*6.0-15.0)+10.0); 46 | } 47 | 48 | // Classic Perlin noise 49 | float cnoise(float3 P) 50 | { 51 | float3 Pi0 = floor(P); // Integer part for indexing 52 | float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1 53 | Pi0 = mod289(Pi0); 54 | Pi1 = mod289(Pi1); 55 | float3 Pf0 = frac(P); // Fractional part for interpolation 56 | float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 57 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 58 | float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); 59 | float4 iz0 = (float4)Pi0.z; 60 | float4 iz1 = (float4)Pi1.z; 61 | 62 | float4 ixy = permute(permute(ix) + iy); 63 | float4 ixy0 = permute(ixy + iz0); 64 | float4 ixy1 = permute(ixy + iz1); 65 | 66 | float4 gx0 = ixy0 / 7.0; 67 | float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; 68 | gx0 = frac(gx0); 69 | float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); 70 | float4 sz0 = step(gz0, (float4)0.0); 71 | gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); 72 | gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); 73 | 74 | float4 gx1 = ixy1 / 7.0; 75 | float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; 76 | gx1 = frac(gx1); 77 | float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); 78 | float4 sz1 = step(gz1, (float4)0.0); 79 | gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); 80 | gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); 81 | 82 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 83 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 84 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 85 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 86 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 87 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 88 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 89 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 90 | 91 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 92 | g000 *= norm0.x; 93 | g010 *= norm0.y; 94 | g100 *= norm0.z; 95 | g110 *= norm0.w; 96 | 97 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 98 | g001 *= norm1.x; 99 | g011 *= norm1.y; 100 | g101 *= norm1.z; 101 | g111 *= norm1.w; 102 | 103 | float n000 = dot(g000, Pf0); 104 | float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); 105 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 106 | float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); 107 | float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); 108 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 109 | float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); 110 | float n111 = dot(g111, Pf1); 111 | 112 | float3 fade_xyz = fade(Pf0); 113 | float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); 114 | float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); 115 | float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); 116 | return 2.2 * n_xyz; 117 | } 118 | 119 | // Classic Perlin noise, periodic variant 120 | float pnoise(float3 P, float3 rep) 121 | { 122 | float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period 123 | float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period 124 | Pi0 = mod289(Pi0); 125 | Pi1 = mod289(Pi1); 126 | float3 Pf0 = frac(P); // Fractional part for interpolation 127 | float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 128 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 129 | float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); 130 | float4 iz0 = (float4)Pi0.z; 131 | float4 iz1 = (float4)Pi1.z; 132 | 133 | float4 ixy = permute(permute(ix) + iy); 134 | float4 ixy0 = permute(ixy + iz0); 135 | float4 ixy1 = permute(ixy + iz1); 136 | 137 | float4 gx0 = ixy0 / 7.0; 138 | float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; 139 | gx0 = frac(gx0); 140 | float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); 141 | float4 sz0 = step(gz0, (float4)0.0); 142 | gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); 143 | gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); 144 | 145 | float4 gx1 = ixy1 / 7.0; 146 | float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; 147 | gx1 = frac(gx1); 148 | float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); 149 | float4 sz1 = step(gz1, (float4)0.0); 150 | gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); 151 | gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); 152 | 153 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 154 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 155 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 156 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 157 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 158 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 159 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 160 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 161 | 162 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 163 | g000 *= norm0.x; 164 | g010 *= norm0.y; 165 | g100 *= norm0.z; 166 | g110 *= norm0.w; 167 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 168 | g001 *= norm1.x; 169 | g011 *= norm1.y; 170 | g101 *= norm1.z; 171 | g111 *= norm1.w; 172 | 173 | float n000 = dot(g000, Pf0); 174 | float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); 175 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 176 | float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); 177 | float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); 178 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 179 | float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); 180 | float n111 = dot(g111, Pf1); 181 | 182 | float3 fade_xyz = 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