【Unity HDRP渲染管线下的WorleyUtilities文件,“Hash”函数】

WorleyUtilities文件路径如下:

D:…\Library\PackageCache\com.unity.render-pipelines.high-definition@14.0.8\Runtime\Lighting\VolumetricClouds\WorleyUtilities.hlsl
在这里插入图片描述

文件代码如下

#ifndef WORLEY_UTILITIES_H
#define WORLEY_UTILITIES_H

// Implementation inspired from https://www.shadertoy.com/view/3dVXDc
// Hash by David_Hoskins
#define UI0 1597334673U
#define UI1 3812015801U
#define UI2 uint2(UI0, UI1)
#define UI3 uint3(UI0, UI1, 2798796415U)
#define UIF (1.0 / float(0xffffffffU))

float3 hash33(float3 p)
{
    uint3 q = uint3(int3(p)) * UI3;
    q = (q.x ^ q.y ^ q.z) * UI3;
    return -1. + 2. * float3(q) * UIF;
}

// Density remapping function
float remap(float x, float a, float b, float c, float d)
{
    return (((x - a) / (b - a)) * (d - c)) + c;
}

// Gradient noise by iq (modified to be tileable)
float GradientNoise(float3 x, float freq)
{
    // grid
    float3 p = floor(x);
    float3 w = frac(x);

    // quintic interpolant
    float3 u = w * w * w * (w * (w * 6. - 15.) + 10.);

    // gradients
    float3 ga = hash33(fmod(p + float3(0., 0., 0.), freq));
    float3 gb = hash33(fmod(p + float3(1., 0., 0.), freq));
    float3 gc = hash33(fmod(p + float3(0., 1., 0.), freq));
    float3 gd = hash33(fmod(p + float3(1., 1., 0.), freq));
    float3 ge = hash33(fmod(p + float3(0., 0., 1.), freq));
    float3 gf = hash33(fmod(p + float3(1., 0., 1.), freq));
    float3 gg = hash33(fmod(p + float3(0., 1., 1.), freq));
    float3 gh = hash33(fmod(p + float3(1., 1., 1.), freq));

    // projections
    float va = dot(ga, w - float3(0., 0., 0.));
    float vb = dot(gb, w - float3(1., 0., 0.));
    float vc = dot(gc, w - float3(0., 1., 0.));
    float vd = dot(gd, w - float3(1., 1., 0.));
    float ve = dot(ge, w - float3(0., 0., 1.));
    float vf = dot(gf, w - float3(1., 0., 1.));
    float vg = dot(gg, w - float3(0., 1., 1.));
    float vh = dot(gh, w - float3(1., 1., 1.));

    // interpolation
    return va +
        u.x * (vb - va) +
        u.y * (vc - va) +
        u.z * (ve - va) +
        u.x * u.y * (va - vb - vc + vd) +
        u.y * u.z * (va - vc - ve + vg) +
        u.z * u.x * (va - vb - ve + vf) +
        u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh);
}

// There is a difference between the original implementation's mod and hlsl's fmod, so we mimic the glsl version for the algorithm
#define Modulo(x,y) (x-y*floor(x/y))

// Tileable 3D worley noise
float WorleyNoise(float3 uv, float freq)
{
    float3 id = floor(uv);
    float3 p = frac(uv);

    float minDist = 10000.;
    for (float x = -1.; x <= 1.; ++x)
    {
        for (float y = -1.; y <= 1.; ++y)
        {
            for (float z = -1.; z <= 1.; ++z)
            {
                float3 offset = float3(x, y, z);
                float3 idOffset = id + offset;
                float3 h = hash33(Modulo(idOffset.xyz, freq)) * .5 + .5;
                h += offset;
                float3 d = p - h;
                minDist = min(minDist, dot(d, d));
            }
        }
    }
    return minDist;
}

float EvaluatePerlinFractalBrownianMotion(float3 position, float initialFrequence, int numOctaves)
{
    const float G = exp2(-0.85);

    // Accumulation values
    float amplitude = 1.0;
    float frequence = initialFrequence;
    float result = 0.0;

    for (int i = 0; i < numOctaves; ++i)
    {
        result += amplitude * GradientNoise(position * frequence, frequence);
        frequence *= 2.0;
        amplitude *= G;
    }
    return result;
}

#endif // WORLEY_UTILITIES_H

Implementation inspired from:https://www.shadertoy.com/view/3dVXDc
:Hash by David_Hoskins

于是我找了一下:

在这里插入图片描述

然后转译到ShaderLab中:

Shader "Unlit/Smoke"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        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;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv,_MainTex);
                return o;
            }
            float remap(float a,float b,float c,float d,float e)
            {
                return d + (a - b) * (e - d) / (c - b);
            }
            fixed4 frag (v2f i) : SV_Target
            {

                fixed2 st = i.uv;
                fixed2 uv = i.uv;
                st.x *= 5.; // 5 columns for different noises
                uv -= .02 * _Time.y;

                fixed3 col = fixed3(0,0,0);
                
                float perlinWorley = tex2D(_MainTex, uv * 0.5).x;
                
                // worley fbms with different frequencies
                fixed3 worley = tex2D(_MainTex, uv ).yzw;
                float wfbm = worley.x * .625 +
                worley.y * .125 +
                worley.z * .25; 
                
                // cloud shape modeled after the GPU Pro 7 chapter
                float cloud = remap(perlinWorley, wfbm - 1., 1., 0., 1.);
                cloud = remap(cloud, .85, 1., 0., 1.); // fake cloud coverage
                
                if (st.x < 1.)
                col += perlinWorley;
                else if(st.x < 2.)
                col += worley.x;
                else if(st.x < 3.)
                col += worley.y;
                else if(st.x < 4.)
                col += worley.z;
                else if(st.x < 5.)
                col += cloud;
                
                // column dividers
                float div = smoothstep(.01, 0., abs(st.x - 1.));
                div += smoothstep(.01, 0., abs(st.x - 2.));
                div += smoothstep(.01, 0., abs(st.x - 3.));
                div += smoothstep(.01, 0., abs(st.x - 4.));
                
                col = lerp(col, fixed3(0., 0., .866), div);
                
                fixed4 fragColor = fixed4(col,1.0);
                return fragColor;
            }
            ENDCG
        }
    }
}

存档:

在GLSL着色语言内“remap”函数,在ShaderLab中报错:

            float remap(float a,float b,float c,float d,float e)
            {
                return d + (a - b) * (e - d) / (c - b);
            }

在GLSL着色语言内mix函数,在Unity ShaderLab中对应的是lerp

                col = lerp(col, fixed3(0., 0., .866), div);
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