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- // 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 StochasticSample_half(
- SamplerState samplerTex, // We have to use trilinear/repeat on all textures
- SamplerState samplerLUT,
- // Base inputs
- half Blend,
- float2 uv,
- // Albedo
- Texture2D textureAlbedo,
- Texture2D LUT,
- float3 InputSize,
- half4 CompressionScalars_Albedo,
- // sRGB Color Inputs
- half3 ColorSpaceOrigin_Albedo,
- half3 ColorSpaceVector1_Albedo,
- half3 ColorSpaceVector2_Albedo,
- half3 ColorSpaceVector3_Albedo,
-
- // Normal
- Texture2D textureNormal,
- Texture2D LUTNormal,
- float3 InputSize_Normal,
- float4 CompressionScalars_Normal,
- // MaskMap – might be Specular/Smoothness or Metallic Smoothness
- Texture2D textureMask,
- Texture2D LUTMask,
- float3 InputSize_Mask,
- half4 CompressionScalars_Mask,
- bool MaskUsesSRGB,
- // sRGB Color Inputs
- half3 ColorSpaceOrigin_Mask,
- half3 ColorSpaceVector1_Mask,
- half3 ColorSpaceVector2_Mask,
- half3 ColorSpaceVector3_Mask,
- // Output
- out half3 FinalAlbedo,
- out half FinalAlpha,
- out half3 FinalNormal,
- out half4 FinalMask
- )
- {
-
- float2 uvScaled = uv * 3.464; // 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);
- // 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)
- // As all pows use the same exponent we can help the compiler:
- // Why does this introduce artifacts?
- //exponent = log(exponent);
- //w1 = exp(w1 * exponent);
- //w2 = exp(w2 * exponent);
- //w3 = exp(w3 * exponent);
- // Lets help the compiler here:
- half sum = rcp(w1 + w2 + w3);
- w1 = w1 * sum;
- w2 = w2 * sum;
- w3 = w3 * sum;
- half wrsrqt = rsqrt(w1 * w1 + w2 * w2 + w3 * w3);
-
- // 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);
- half4 G = w1 * G1 + w2 * G2 + w3 * G3;
- G = G - 0.5h;
- G = G * wrsrqt; //rsqrt(w1 * w1 + w2 * w2 + w3 * w3);
- G = G * CompressionScalars_Albedo;
- G = G + 0.5h;
-
- // Normal – Sample Gaussion values from transformed input
- 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);
- half4 N = w1 * N1 + w2 * N2 + w3 * N3;
- N = N - 0.5h;
- N = N * wrsrqt; //rsqrt(w1 * w1 + w2 * w2 + w3 * w3);
- N = N * CompressionScalars_Normal;
- N = N + 0.5h;
- // Mask – Sample Gaussion values from transformed input
- 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);
- half4 M = w1 * M1 + w2 * M2 + w3 * M3;
- M = M - 0.5h;
- M = M * wrsrqt; //rsqrt(w1 * w1 + w2 * w2 + w3 * w3);
- M = M * CompressionScalars_Normal;
- M = M + 0.5h;
- // TODO: Check if we need to use scalars if normal or mask have different sizes compared to albedo.
- // I think it looks totally fine without using scalars.
- duvdx *= InputSize.xy;
- duvdy *= InputSize.xy;
- float delta_max_sqr = max(dot(duvdx, duvdx), dot(duvdy, duvdy));
- float mml = 0.5 * log2(delta_max_sqr);
- float LOD = max(0, mml) * InputSize.z; // was: max(0, mml) / InputSize.z; // but we feed in: (1.0 / InputSize.z)
- // Albedo – Fetch LUT
- half4 color;
- color.r = SAMPLE_TEXTURE2D_LOD(LUT, samplerLUT, float2(G.r, LOD), 0).r;
- color.g = SAMPLE_TEXTURE2D_LOD(LUT, samplerLUT, float2(G.g, LOD), 0).g;
- color.b = SAMPLE_TEXTURE2D_LOD(LUT, samplerLUT, float2(G.b, LOD), 0).b;
- color.a = SAMPLE_TEXTURE2D_LOD(LUT, samplerLUT, float2(G.a, LOD), 0).a;
- // Needed by sRGB color textures
- FinalAlbedo = ColorSpaceOrigin_Albedo + ColorSpaceVector1_Albedo * color.r + ColorSpaceVector2_Albedo * color.g + ColorSpaceVector3_Albedo * color.b;
- FinalAlpha = color.a;
- // Normal – Fetch LUT
- half4 normal;
- normal.r = SAMPLE_TEXTURE2D_LOD(LUTNormal, samplerLUT, float2(N.r, LOD), 0).r;
- normal.g = SAMPLE_TEXTURE2D_LOD(LUTNormal, samplerLUT, float2(N.g, LOD), 0).g;
- normal.b = SAMPLE_TEXTURE2D_LOD(LUTNormal, samplerLUT, float2(N.b, LOD), 0).b;
- normal.a = SAMPLE_TEXTURE2D_LOD(LUTNormal, samplerLUT, float2(N.a, LOD), 0).a;
- // Normal is either BC5 or DXT5nm – what is about mobile?
- #if defined(UNITY_NO_DXT5nm)
- FinalNormal = UnpackNormalRGBNoScale(normal);
- #else
- FinalNormal = UnpackNormalmapRGorAG(normal);
- #endif
- // Mask – Fetch LUT
- half4 mask;
- mask.r = SAMPLE_TEXTURE2D_LOD(LUTMask, samplerLUT, float2(M.r, LOD), 0).r;
- mask.g = SAMPLE_TEXTURE2D_LOD(LUTMask, samplerLUT, float2(M.g, LOD), 0).g;
- mask.b = SAMPLE_TEXTURE2D_LOD(LUTMask, samplerLUT, float2(M.b, LOD), 0).b;
- mask.a = SAMPLE_TEXTURE2D_LOD(LUTMask, samplerLUT, float2(M.a, LOD), 0).a;
- // Handle sRGB
- if(MaskUsesSRGB) {
- FinalMask.rgb = ColorSpaceOrigin_Mask + ColorSpaceVector1_Mask * mask.r + ColorSpaceVector2_Mask * mask.g + ColorSpaceVector3_Mask * mask.b;
- FinalMask.a = mask.a;
- }
- else {
- FinalMask = mask;
- }
- }
- void StochasticSample_float(
- SamplerState samplerTex, // We have to use trilinear/repeat on all textures
- SamplerState samplerLUT,
- // Base inputs
- half Blend,
- float2 uv,
- // Albedo
- Texture2D textureAlbedo,
- Texture2D LUT,
- float3 InputSize,
- half4 CompressionScalars_Albedo,
- // sRGB Color Inputs
- half3 ColorSpaceOrigin_Albedo,
- half3 ColorSpaceVector1_Albedo,
- half3 ColorSpaceVector2_Albedo,
- half3 ColorSpaceVector3_Albedo,
-
- // Normal
- Texture2D textureNormal,
- Texture2D LUTNormal,
- float3 InputSize_Normal,
- float4 CompressionScalars_Normal,
- // MaskMap – might be Specular/Smoothness or Metallic Smoothness
- Texture2D textureMask,
- Texture2D LUTMask,
- float3 InputSize_Mask,
- half4 CompressionScalars_Mask,
- bool MaskUsesSRGB,
- // sRGB Color Inputs
- half3 ColorSpaceOrigin_Mask,
- half3 ColorSpaceVector1_Mask,
- half3 ColorSpaceVector2_Mask,
- half3 ColorSpaceVector3_Mask,
- // Output
- out half3 FinalAlbedo,
- out half FinalAlpha,
- out half3 FinalNormal,
- out half4 FinalMask
- )
- {
- StochasticSample_half (
- samplerTex, samplerLUT, Blend, uv,
- textureAlbedo, LUT, InputSize, CompressionScalars_Albedo, ColorSpaceOrigin_Albedo, ColorSpaceVector1_Albedo, ColorSpaceVector2_Albedo, ColorSpaceVector3_Albedo,
- textureNormal, LUTNormal, InputSize_Normal, CompressionScalars_Normal,
- textureMask, LUTMask, InputSize_Mask, CompressionScalars_Mask, MaskUsesSRGB, ColorSpaceOrigin_Mask, ColorSpaceVector1_Mask, ColorSpaceVector2_Mask, ColorSpaceVector3_Mask,
- FinalAlbedo, FinalAlpha, FinalNormal, FinalMask
- );
- }
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