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| 1 | +// create by JiepengTan |
| 2 | +// date: 2018-03-27 |
| 3 | + |
| 4 | +Shader "FishManShaderTutorial/BaseMath"{ |
| 5 | + Properties{ |
| 6 | + _MainTex ("MainTex", 2D) = "white" {} |
| 7 | + } |
| 8 | + |
| 9 | + SubShader |
| 10 | + { |
| 11 | + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } |
| 12 | + |
| 13 | + Pass |
| 14 | + { |
| 15 | + ZWrite Off |
| 16 | + Blend SrcAlpha OneMinusSrcAlpha |
| 17 | + Cull Off |
| 18 | + |
| 19 | + CGPROGRAM |
| 20 | + #pragma vertex vert |
| 21 | + #pragma fragment frag |
| 22 | + #define USING_PERLIN_NOISE 1 |
| 23 | + #include "ShaderLibs/Framework2D.cginc" |
| 24 | + |
| 25 | + #define DrawInGrid(uv,DRAW_FUNC)\ |
| 26 | + {\ |
| 27 | + float2 pFloor = floor(uv);\ |
| 28 | + if(length(pFloor-float2(j,i))<0.1){\ |
| 29 | + col = DRAW_FUNC(frac(uv)-0.5);\ |
| 30 | + }\ |
| 31 | + num = num + 1.000;\ |
| 32 | + i=floor(num / gridSize); j=fmod(num,gridSize);\ |
| 33 | + }\ |
| 34 | + |
| 35 | + |
| 36 | + float3 DrawSmoothstep(float2 uv){ |
| 37 | + uv+=0.5; |
| 38 | + float val = smoothstep(0.0,1.0,uv.x); |
| 39 | + val = step(abs(val-uv.y),0.01); |
| 40 | + return float3(val,val,val); |
| 41 | + } |
| 42 | + float3 DrawCircle(float2 uv){ |
| 43 | + float val = clamp((1.0-length(uv)*2),0.,1.); |
| 44 | + return float3(val,val,val); |
| 45 | + } |
| 46 | + float3 DrawFlower(float2 uv){ |
| 47 | + float deg = atan2(uv.y,uv.x) + _Time.y * -0.1; |
| 48 | + float len = length(uv)*3.0; |
| 49 | + float offs = abs(sin(deg*3.))*0.35; |
| 50 | + return smoothstep(1.+offs,1.+offs-0.05,len); |
| 51 | + } |
| 52 | + float3 DrawWeakCircle(float2 uv){ |
| 53 | + float val = clamp((1.0-length(uv)*2),0.,1.); |
| 54 | + val = pow(val,2.0); |
| 55 | + return float3(val,val,val); |
| 56 | + } |
| 57 | + float3 DrawStrongCircle(float2 uv){ |
| 58 | + float val = clamp((1.0-length(uv)*2),0.,1.); |
| 59 | + val = pow(val,0.5); |
| 60 | + return float3(val,val,val); |
| 61 | + } |
| 62 | + float3 DrawBounceBall(float2 uv){ |
| 63 | + uv*=4.; |
| 64 | + uv.y+=sin(ftime*PI); |
| 65 | + float val = clamp((1.0-length(uv)),0.,1.); |
| 66 | + val = smoothstep(0.,0.05,val); |
| 67 | + return float3(val,val,val); |
| 68 | + } |
| 69 | + float3 DrawRandomColor(float2 uv){ |
| 70 | + uv+=0.5; |
| 71 | + uv*=4.; |
| 72 | + return Hash32(floor(uv)); |
| 73 | + } |
| 74 | + float3 DrawNoise(float2 uv){ |
| 75 | + uv*=4.; |
| 76 | + float val =(PNoise(uv)+1.0)*0.5; |
| 77 | + return float3(val,val,val); |
| 78 | + } |
| 79 | + float3 DrawFBM(float2 uv){ |
| 80 | + uv*=4.; |
| 81 | + float val = (FBM(uv)+1.0)*0.5; |
| 82 | + return float3(val,val,val); |
| 83 | + } |
| 84 | + //»æÖƸñ×ÓÏß |
| 85 | + float3 DrawGridLine(float2 uv){ |
| 86 | + float2 _uv = uv-floor(uv); |
| 87 | + float val = 0.; |
| 88 | + const float eps = 0.01; |
| 89 | + if(_uv.x<eps||_uv.y<eps){ |
| 90 | + val = 1.; |
| 91 | + } |
| 92 | + return float3(val,val,val); |
| 93 | + } |
| 94 | + |
| 95 | + float3 ProcessFrag(float2 uv) { |
| 96 | + float3 col = float3(0.0,0.0,0.0); |
| 97 | + float num = 0.; |
| 98 | + float gridSize = 3.; |
| 99 | + float i =0.,j=0.; |
| 100 | + uv*=gridSize; |
| 101 | + DrawInGrid(uv,DrawSmoothstep); |
| 102 | + DrawInGrid(uv,DrawCircle); |
| 103 | + DrawInGrid(uv,DrawFlower); |
| 104 | + DrawInGrid(uv,DrawWeakCircle); |
| 105 | + DrawInGrid(uv,DrawStrongCircle); |
| 106 | + DrawInGrid(uv,DrawBounceBall); |
| 107 | + DrawInGrid(uv,DrawRandomColor); |
| 108 | + DrawInGrid(uv,DrawNoise); |
| 109 | + DrawInGrid(uv,DrawFBM); |
| 110 | + |
| 111 | + col +=DrawGridLine(uv); |
| 112 | + return col; |
| 113 | + } |
| 114 | + ENDCG |
| 115 | + }//end pass |
| 116 | + }//end SubShader |
| 117 | +}//end Shader |
| 118 | + |
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