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Shader "Hidden/VoronoiNode"
{
Properties
{
_A("_RGB", 2D) = "white" {}
_B("_RGB", 2D) = "white" {}
_C("_RGB", 2D) = "white" {}
_D ("_RGB", 2D) = "white" {}
_UseTileScale("_UseTileScale", Float) = 0
_TileScale ("_TileScale", Int) = 1
_MinkowskiPower("_MinkowskiPower", Float) = 0
_DistFunc("_DistFunc", Int) = 0
_MethodType("_MethodType", Int) = 0
_SearchQuality("_SearchQuality", Int) = 1
_Octaves("_Octaves", Int) = 1
_UseSmoothness("_UseSmoothness", Int ) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGINCLUDE
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
float _UseTileScale = 0;
int _TileScale = 1;
float _MinkowskiPower = 1;
int _DistFunc = 0;
int _MethodType = 0;
int _SearchQuality = 0;
int _Octaves = 1;
int _PreviewID = 0;
int _UseSmoothness = 0;
float2 VoronoiHash( float2 p )
{
p = lerp( p, p - _TileScale * floor (p / _TileScale), _UseTileScale );
p = float2(dot (p, float2(127.1, 311.7)), dot (p, float2(269.5, 183.3)));
return frac (sin (p) *43758.5453);
}
float Voronoi( float2 v, float time, inout float2 id , float smoothness )
{
float2 n = floor(v);
float2 f = frac(v);
float F1 = 8.0;
float F2 = 8.0;
float2 mr = 0;
float2 mg = 0;
for (int j = -_SearchQuality; j <= _SearchQuality; j++)
{
for (int i = -_SearchQuality; i <= _SearchQuality; i++)
{
float2 g = float2(i, j);
float2 o = VoronoiHash (n + g);
o = (sin (time + o * 6.2831) * 0.5 + 0.5); float2 r = g - f + o;
float d = 0;
//Euclidean^2
if (_DistFunc == 0)
{
d = 0.5 * dot (r, r);
}
//Euclidean
else if (_DistFunc == 1)
{
d = 0.707 * sqrt (dot (r, r));
}
//Manhattan
else if (_DistFunc == 2)
{
d = 0.5 * (abs (r.x) + abs (r.y));
}
//Chebyshev
else if (_DistFunc == 3)
{
d = max (abs (r.x), abs (r.y));
}
//Minkowski
else if (_DistFunc == 4)
{
d = (1 / pow(2, 1 / _MinkowskiPower)) * pow( ( pow( abs( r.x ), _MinkowskiPower) + pow( abs( r.y ), _MinkowskiPower) ), (1 / _MinkowskiPower));
}
if (_MethodType == 0 && _UseSmoothness == 1)
{
float h = smoothstep (0.0, 1.0, 0.5 + 0.5 * (F1 - d) / smoothness);
F1 = lerp (F1, d, h) - smoothness * h * (1.0 - h);
mg = g; mr = r; id = o;
}
else
{
if (d < F1)
{
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
}
else if (d < F2)
{
F2 = d;
}
}
}
}
//Cells
if(_MethodType == 0)
{
return F1;
}
//Crystal
else if (_MethodType == 1)
{
return F2;
}
//Glass
else if (_MethodType == 2)
{
return F2 - F1;
}
//Caustic
else if (_MethodType == 3)
{
return (F2 + F1) * 0.5;
}
//Distance
else if (_MethodType == 4)
{
F1 = 8.0;
for (int j = -2; j <= 2; j++)
{
for (int i = -2; i <= 2; i++)
{
float2 g = mg + float2(i, j);
float2 o = VoronoiHash (n + g);
o = ( sin (time + o * 6.2831) * 0.5 + 0.5);
float2 r = g - f + o;
float d = dot (0.5 * (mr + r), normalize (r - mr));
F1 = min (F1, d);
}
}
return F1;
}
else
return F1;
}
ENDCG
Pass // Voronoi - Unity
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
inline float2 UnityVoronoiRandomVector (float2 UV, float offset)
{
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
UV = frac (sin (mul (UV, m)) * 46839.32);
return float2(sin (UV.y* +offset) * 0.5 + 0.5, cos (UV.x* offset) * 0.5 + 0.5);
}
//x - Out y - Cells
float3 UnityVoronoi (float2 UV, float AngleOffset, float CellDensity)
{
float2 g = floor (UV * CellDensity);
float2 f = frac (UV * CellDensity);
float t = 8.0;
float3 res = float3(8.0, 0.0, 0.0);
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
float2 lattice = float2(x, y);
float2 offset = UnityVoronoiRandomVector (lattice + g, AngleOffset);
float d = distance (lattice + offset, f);
if (d < res.x)
{
res = float3(d, offset.x, offset.y);
}
}
}
return res;
}
float4 frag (v2f_img i) : SV_Target
{
float2 uvValue = tex2D(_A, i.uv).rg;
float angleOffset = tex2D(_B, i.uv).r;
float cellDensity = tex2D(_C, i.uv).r;
float3 voronoiVal = UnityVoronoi( uvValue, angleOffset , cellDensity );
if( _PreviewID == 1 )
return float4( voronoiVal.yz, 0, 1 );
else
return float4( voronoiVal.xxx, 1);
}
ENDCG
}
Pass // Voronoi - ASE
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag (v2f_img i) : SV_Target
{
float2 uvValue = tex2D (_A, i.uv).rg;
float time = tex2D (_B, i.uv).r;
float scale = tex2D (_C, i.uv).r;
float smoothness = tex2D (_D, i.uv).r;
float2 id = 0;
float voronoiVal = Voronoi( uvValue*scale,time, id, smoothness );
if (_Octaves == 1)
{
if( _PreviewID == 1)
return float4( id, 0, 1 );
else
return float4(voronoiVal.xxx, 1);
}
else
{
float fade = 0.5;
float voroi = 0;
float rest = 0;
for (int it = 0; it < _Octaves; it++)
{
voroi += fade * Voronoi( uvValue*scale, time, id, smoothness);
rest += fade;
uvValue *= 2;
fade *= 0.5;
}
voroi /= rest;
if( _PreviewID == 1 )
return float4( id, 0, 1 );
else
return float4(voroi.xxx, 1);
}
}
ENDCG
}
}
}
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