Shader "TestNoise"
{
Properties
{
_DissolveDirectTex ("Dissolve Direct Texture", 2D) = "white" {}
_NoiseWidth("Noise Width", Range(0, 2)) = 1
_NoisePow("Noise Pow", Range(0, 2)) = 1
_Percent("Dissolve Percent", Range(0, 2)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
//#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
//UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _DissolveDirectTex;
float4 _DissolveDirectTex_ST;
float _NoiseWidth;
float _NoisePow;
float _Percent;
float2 hash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)),
dot(p, float2(269.5, 183.3)));
return -1.0 + 2.0 * frac( sin(p) * 43758.5453123);
}
float noise(float2 p)
{
float2 i = floor(p.xy);
float2 f = frac(p.xy);
// Ease Curve
//vec2 u = f*f*(3.0-2.0*f);
float2 u = f*f*f*(6.0*f*f - 15.0*f + 10.0);
return lerp(lerp(dot(hash22(i + float2(0.0, 0.0)), f - float2(0.0, 0.0)),
dot(hash22(i + float2(1.0, 0.0)), f - float2(1.0, 0.0)), u.x),
lerp(dot(hash22(i + float2(0.0, 1.0)), f - float2(0.0, 1.0)),
dot(hash22(i + float2(1.0, 1.0)), f - float2(1.0, 1.0)), u.x), u.y);
}
float noise_fractal(float2 p)
{
p *= 5.0;
float2x2 m = float2x2(1.6, 1.2, -1.2, 1.6);
float f = 0.5000 * noise(p);
p = mul(m,p);
f += 0.2500*noise(p);
p = mul(m, p);
f += 0.1250*noise(p);
p = mul(m, p);
f += 0.0625*noise(p);
p = mul(m, p);
return f;
}
float noise_sum_abs(float2 p)
{
float f = 0.0;
p = p * 7.0;
f += 1.0000 * abs(noise(p)); p = 2.0 * p;
f += 0.5000 * abs(noise(p)); p = 2.0 * p;
f += 0.2500 * abs(noise(p)); p = 2.0 * p;
f += 0.1250 * abs(noise(p)); p = 2.0 * p;
f += 0.0625 * abs(noise(p)); p = 2.0 * p;
return f;
}
float hash21(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453);
//vec3 p3 = fract(vec3(p.xyx) * .1931);
//p3 += dot(p3, p3.yzx + 19.19);
//return fract((p3.x + p3.y) * p3.z);
}
float value_noise(float2 p)
{
p *= 56.0;
float2 pi = floor(p);
//vec2 pf = p - pi;
float2 pf = frac(p);
float2 w = pf * pf * (3.0 - 2.0 * pf);
// 它把原来的梯度替换成了一个简单的伪随机值,我们也不需要进行点乘操作,
// 而直接把晶格顶点处的随机值按权重相加即可。
return lerp(lerp(hash21(pi + float2(0.0, 0.0)), hash21(pi + float2(1.0, 0.0)), w.x),
lerp(hash21(pi + float2(0.0, 1.0)), hash21(pi + float2(1.0, 1.0)), w.x),
w.y);
}
float simplex_noise(float2 p)
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
// 变换到新网格的(0, 0)点
float2 i = floor(p + (p.x + p.y) * K1);
// i - (i.x+i.y)*K2换算到旧网格点
// a:变形前输入点p到该网格点的距离
float2 a = p - (i - (i.x + i.y) * K2);
float2 o = (a.x < a.y) ? float2(0.0, 1.0) : float2(1.0, 0.0);
// 新网格(1.0, 0.0)或(0.0, 1.0)
// b = p - (i+o - (i.x + i.y + 1.0)*K2);
float2 b = a - o + K2;
// 新网格(1.0, 1.0)
// c = p - (i+vec2(1.0, 1.0) - (i.x+1.0 + i.y+1.0)*K2);
float2 c = a - 1.0 + 2.0 * K2;
// 计算每个顶点的权重向量,r^2 = 0.5
float2 h = max(0.5 - float3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
// 每个顶点的梯度向量和距离向量的点乘,然后再乘上权重向量
float2 n = h * h * h * h * float3(dot(a, hash22(i)), dot(b, hash22(i + o)), dot(c, hash22(i + 1.0)));
// 之所以乘上70,是在计算了n每个分量的和的最大值以后得出的,这样才能保证将n各个分量相加以后的结果在[-1, 1]之间
return dot(float3(70.0, 70.0, 70.0), n);
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _DissolveDirectTex);
o.uv2 = v.uv2;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_DissolveDirectTex, i.uv2);
float factor = _Percent - col.r - value_noise(_NoisePow * i.uv2) * _NoiseWidth;
float factorRes = ceil(factor);
col = lerp(fixed4(1, 1, 1, 1), fixed4(0, 0, 0, 1), factorRes);
return col;
/*
//return fixed4(noise(_pow * i.uv2), 0, 0, 1);
//return fixed4(noise_fractal(_pow * i.uv2), 0, 0, 1);
return fixed4(noise_sum_abs(_pow * i.uv2), 0, 0, 1);
//return fixed4(value_noise(_pow * i.uv2), 0, 0, 1);
//return fixed4(simplex_noise(_pow * i.uv2), 0, 0, 1);
*/
}
ENDCG
}
}
}
参考:
Shader特效——实现“噪声”【基于ShaderToy】【GLSL】
http://blog.csdn.net/panda1234lee/article/details/52085375