// https://github.com/UnityLabs/procedural-stochastic-texturing/blob/master/Editor/ProceduralTexture2D/SampleProceduralTexture2DNode.cs // Unity 2019.1. needs a float version // https://www.shadertoy.com/view/4djSRW float2 hash22(float2 p) { float3 p3 = frac(float3(p.xyx) * float3(.1031, .1030, .0973)); p3 += dot(p3, p3.yzx+33.33); return frac((p3.xx+p3.yz)*p3.zy); } void StochasticSampleSimple_half ( SamplerState samplerTex, // Base inputs half Blend, float2 uv, float stochasticScale, // Albedo Texture2D textureAlbedo, // Normal Texture2D textureNormal, half normalScale, // MetallicSpecular Texture2D textureMetallicSpec, // MaskMap Texture2D textureMask, // Output out half3 FinalAlbedo, out half FinalAlpha, out half3 FinalNormal, out half4 FinalMetallicSpecular, out half4 FinalMask ) { float2 uvScaled = uv * 3.464 * stochasticScale; // 2 * sqrt(3) const float2x2 gridToSkewedGrid = float2x2(1.0, 0.0, -0.57735027, 1.15470054); float2 skewedCoord = mul(gridToSkewedGrid, uvScaled); int2 baseId = int2(floor(skewedCoord)); float3 temp = float3(frac(skewedCoord), 0); temp.z = 1.0 - temp.x - temp.y; half w1, w2, w3; int2 vertex1, vertex2, vertex3; if (temp.z > 0.0) { w1 = temp.z; w2 = temp.y; w3 = temp.x; vertex1 = baseId; vertex2 = baseId + int2(0, 1); vertex3 = baseId + int2(1, 0); } else { w1 = -temp.z; w2 = 1.0 - temp.y; w3 = 1.0 - temp.x; vertex1 = baseId + int2(1, 1); vertex2 = baseId + int2(1, 0); vertex3 = baseId + int2(0, 1); } const float2x2 hashMatrix = float2x2(127.1, 311.7, 269.5, 183.3); const float hashFactor = 3758.5453; float2 uv1 = uv + frac(sin(mul(hashMatrix, (float2)vertex1)) * hashFactor); float2 uv2 = uv + frac(sin(mul(hashMatrix, (float2)vertex2)) * hashFactor); float2 uv3 = uv + frac(sin(mul(hashMatrix, (float2)vertex3)) * hashFactor); // Use a hash function which does not include sin // Adds a little bit visible tiling... // float2 uv1 = uv + hash22( (float2)vertex1 ); // float2 uv2 = uv + hash22( (float2)vertex2 ); // float2 uv3 = uv + hash22( (float2)vertex3 ); float2 duvdx = ddx(uv); float2 duvdy = ddy(uv); // Here we have to sample first as we want to calculate the wights based on luminance // Albedo – Sample Gaussion values from transformed input half4 G1 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv1, duvdx, duvdy); half4 G2 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv2, duvdx, duvdy); half4 G3 = SAMPLE_TEXTURE2D_GRAD(textureAlbedo, samplerTex, uv3, duvdx, duvdy); w1 *= Luminance(G1.rgb); w2 *= Luminance(G2.rgb); w3 *= Luminance(G3.rgb); // Get weights half exponent = 1.0h + Blend * 15.0h; #pragma warning (disable : 3571) w1 = pow(w1, exponent); w2 = pow(w2, exponent); w3 = pow(w3, exponent); #pragma warning (enable : 3571) // Lets help the compiler here: half sum = rcp(w1 + w2 + w3); w1 = w1 * sum; w2 = w2 * sum; w3 = w3 * sum; // Albedo half4 G = w1 * G1 + w2 * G2 + w3 * G3; FinalAlbedo = G.rgb; FinalAlpha = G.a; half4 N; half4 MS; half4 M; UNITY_BRANCH if(w1 > 0.95) { N = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv1, duvdx, duvdy); MS = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv1, duvdx, duvdy); M = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv1, duvdx, duvdy); } else if (w2 > 0.95) { N = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv2, duvdx, duvdy); MS = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv2, duvdx, duvdy); M = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv2, duvdx, duvdy); } else if (w3 > 0.95) { N = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv3, duvdx, duvdy); MS = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv3, duvdx, duvdy); M = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv3, duvdx, duvdy); } else { // Normal half4 N1 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv1, duvdx, duvdy); half4 N2 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv2, duvdx, duvdy); half4 N3 = SAMPLE_TEXTURE2D_GRAD(textureNormal, samplerTex, uv3, duvdx, duvdy); N = w1 * N1 + w2 * N2 + w3 * N3; // MetallicSpecular half4 MS1 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv1, duvdx, duvdy); half4 MS2 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv2, duvdx, duvdy); half4 MS3 = SAMPLE_TEXTURE2D_GRAD(textureMetallicSpec, samplerTex, uv3, duvdx, duvdy); MS = w1 * MS1 + w2 * MS2 + w3 * MS3; // Mask half4 M1 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv1, duvdx, duvdy); half4 M2 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv2, duvdx, duvdy); half4 M3 = SAMPLE_TEXTURE2D_GRAD(textureMask, samplerTex, uv3, duvdx, duvdy); M = w1 * M1 + w2 * M2 + w3 * M3; } // Normal is either BC5 or DXT5nm – what is about mobile? #if defined(UNITY_NO_DXT5nm) FinalNormal = UnpackNormalRGBNoScale(N); #else FinalNormal = UnpackNormalmapRGorAG(N, normalScale); #endif FinalMetallicSpecular = MS; FinalMask = M; } void StochasticSampleSimple_float( SamplerState samplerTex, // Base inputs half Blend, float2 uv, float stochasticScale, // Albedo Texture2D textureAlbedo, // Normal Texture2D textureNormal, half normalScale, // MetallicSpecular Texture2D textureMetallicSpec, // MaskMap Texture2D textureMask, // Output out half3 FinalAlbedo, out half FinalAlpha, out half3 FinalNormal, out half4 FinalMetallicSpecular, out half4 FinalMask ) { StochasticSampleSimple_half ( samplerTex, Blend, uv, stochasticScale, textureAlbedo, textureNormal, normalScale, textureMetallicSpec, textureMask, FinalAlbedo, FinalAlpha, FinalNormal, FinalMetallicSpecular, FinalMask ); }