129 lines
3.8 KiB
GLSL
129 lines
3.8 KiB
GLSL
Shader "Custom/SpeckleSurface"
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{
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Properties
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{
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[Header(Cube)]
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_Thickness("Thickness", Range(0, 1)) = 0.32
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_Margin("Margin", Range(0, 1)) = 0.15
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_NormalSaturation("Normal Saturation", range(0,1)) = 0.03
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_SmoothnessSaturation("Smoothness Saturation", range(0,1)) = 0.02
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[Header(Tiling)]
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_Mul("Multiple", int) = 8192
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_GridSize("Grid Size", int) = 128
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_Color0("Color 0", Color) = (0.6, 0.6, 0.6, 1)
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_Color1("Color 1", Color) = (0.57, 0.57, 0.57, 1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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//#pragma target 3.0
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struct Input
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{
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float2 uv_MainTex;
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};
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sampler2D _MainTex;
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float _Thickness;
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float _Margin;
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int _Mul;
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int _GridSize;
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fixed4 _Color0;
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fixed4 _Color1;
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float _NormalSaturation;
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float _SmoothnessSaturation;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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//UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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//UNITY_INSTANCING_BUFFER_END(Props)
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fixed speckleSample(float2 pos)
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{
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// sample the texture
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const fixed top = +0.5;
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const fixed left = -1;
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const fixed base = -0.5;
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bool invert;
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{ //Fine Grid
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float2 grid_pos = (pos + 0.5) * _Mul / 2.0;
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grid_pos = grid_pos - floor(grid_pos);
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invert = grid_pos.x > 0.5 ^ grid_pos.y > 0.5;
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}
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float2 cell_pos = (pos + 0.5) * _Mul;
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cell_pos = cell_pos - floor(cell_pos);
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//cell_pos between 0-1 for each Speckle cube
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fixed grey;
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//Cube
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{
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if(cell_pos.x + cell_pos.y < 1.0)
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grey = left;
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else
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grey = top;
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if(cell_pos.x > _Thickness && cell_pos.y < 1.0 -_Thickness)
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grey = base;
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}
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if(invert) grey = grey - 1;
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//Ears
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if( cell_pos.x + cell_pos.y < _Thickness
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|| 1.0 - cell_pos.x + 1.0 - cell_pos.y < _Thickness)
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{
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grey = 0;
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}
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//Margins
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const bool inCube = cell_pos.x > _Margin && cell_pos.y < 1.0 -_Margin;
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if(!inCube) grey = 0;
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return grey;
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}
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 background = _Color0;
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//Coarse grid
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float2 grid_pos = (IN.uv_MainTex + 0.5) * _Mul / _GridSize;
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grid_pos = grid_pos - floor(grid_pos);
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if(grid_pos.x > 0.5 ^ grid_pos.y > 0.5)
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{
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background = _Color1;
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}
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const half grey = speckleSample(IN.uv_MainTex);
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o.Albedo = background;
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o.Metallic = 0.0;
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o.Normal = o.Normal + (grey + 1) * _NormalSaturation;
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o.Smoothness = grey * _SmoothnessSaturation;
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o.Alpha = background.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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