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fbm_generator_version01.shader
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Shader "FBM Generator version 1"
{
Properties
{
[KeywordEnum(FBM0,FBM1,FBM2,FBM3,FBM4,FBM5,FBM6)] DOMAIN1("First domain function", Int) = 6
[KeywordEnum(FBM0,FBM1,FBM2,FBM3,FBM4,FBM5,FBM6)] DOMAIN2("Second domain function", Int) = 6
[KeywordEnum(FBM0,FBM1,FBM2,FBM3,FBM4,FBM5,FBM6)] DOMAIN3("Third domain function", Int) = 6
COLORS("Base colors amount <2-4>",Int) = 2
S("S",Range(-10.0,10.0)) = 5.0
AA("AA",Range(-10.0,10.0)) = 5.0
BB("BB",Range(-10.0,10.0)) = 1.0
A("A",Range(-10.0,10.0)) = -1.0
B("B",Range(-10.0,10.0)) = 1.0
C("C",Range(-10.0,10.0)) = 2.0
D("D",Range(-10.0,10.0)) = -0.5
E("E",Range(0.00,2.0)) = 0.28
F("F",Range(0.00,2.0)) = 1.04
color1 ("Color 1", Color) = (1.0,0.1,0.1,1)
color2 ("Color 2", Color) = (0.2,0.2,1.0,1)
color3 ("Color 3", Color) = (0.3,0.3,0.3,1)
color4 ("Color 4", Color) = (0.3,0.3,0.3,1)
}
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 4.0
int COLORS,DOMAIN1,DOMAIN2,DOMAIN3;
float A,B,C,D,E,F,AA,BB,S;
float4 color1,color2,color3,color4;
struct custom_type
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
static const float2x2 m = float2x2( A,B,C,D );
float hash (float2 n)
{
return frac(sin(dot(n, float2(95.43583, 93.323197))) * 65536.32);
}
float noise(float2 p)
{
float2 i = floor(p);
float2 u = frac(p);
u = u*u*(3.0-2.0*u);
float2 d = float2 (1.0,0.0);
float r = lerp(lerp(hash(i),hash(i+d.xy),u.x),lerp(hash(i+d.yx),hash(i+d.xx),u.x),u.y);
return r*r;
}
float fbm( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p ));
return f;
}
float fbm2( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p )); p = p*2.02; p=mul(p,m);
f += 0.250000*(E+F*noise( p ));
return f;
}
float fbm3( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p )); p = p*2.02; p=mul(p,m);
f += 0.250000*(E+F*noise( p )); p = p*2.03; p=mul(p,m);
f += 0.125000*(E+F*noise( p ));
return f;
}
float fbm4( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p )); p = p*2.02; p=mul(p,m);
f += 0.250000*(E+F*noise( p )); p = p*2.03; p=mul(p,m);
f += 0.125000*(E+F*noise( p )); p = p*2.01; p=mul(p,m);
f += 0.062500*(E+F*noise( p ));
return f;
}
float fbm5( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p )); p = p*2.02; p=mul(p,m);
f += 0.250000*(E+F*noise( p )); p = p*2.03; p=mul(p,m);
f += 0.125000*(E+F*noise( p )); p = p*2.01; p=mul(p,m);
f += 0.062500*(E+F*noise( p )); p = p*2.04; p=mul(p,m);
f += 0.031250*(E+F*noise( p ));
return f;
}
float fbm6( float2 p )
{
float f = 0.0;
f += 0.500000*(E+F*noise( p )); p = p*2.02; p=mul(p,m);
f += 0.250000*(E+F*noise( p )); p = p*2.03; p=mul(p,m);
f += 0.125000*(E+F*noise( p )); p = p*2.01; p=mul(p,m);
f += 0.062500*(E+F*noise( p )); p = p*2.04; p=mul(p,m);
f += 0.031250*(E+F*noise( p )); p = p*2.01; p=mul(p,m);
f += 0.015625*(E+F*noise( p ));
return f;
}
float warping( float2 p )
{
float d1,d2;
if (DOMAIN1==1) d1 = fbm(p+float2(0.0,0.0));
else
if (DOMAIN1==2) d1 = fbm2(p+float2(0.0,0.0));
else
if (DOMAIN1==3) d1 = fbm3(p+float2(0.0,0.0));
else
if (DOMAIN1==4) d1 = fbm4(p+float2(0.0,0.0));
else
if (DOMAIN1==5) d1 = fbm5(p+float2(0.0,0.0));
else
d1 = fbm6(p);
if (DOMAIN2==1) d2 = fbm(p+float2(AA,BB));
else
if (DOMAIN2==2) d2 = fbm2(p+float2(AA,BB));
else
if (DOMAIN2==3) d2 = fbm3(p+float2(AA,BB));
else
if (DOMAIN2==4) d2 = fbm4(p+float2(AA,BB));
else
if (DOMAIN2==5) d2 = fbm5(p+float2(AA,BB));
else
d2 = fbm6(p+float2(AA,BB));
float2 q = float2(d1,d2);
if (DOMAIN3==1) return fbm( p + S*q );
else
if (DOMAIN3==2) return fbm2( p + S*q );
else
if (DOMAIN3==3) return fbm3( p + S*q );
else
if (DOMAIN3==4) return fbm4( p + S*q );
else
if (DOMAIN3==5) return fbm5( p + S*q );
else
return fbm6( p + S*q );
}
custom_type vertex_shader (float4 vertex:POSITION, float2 uv:TEXCOORD0)
{
custom_type vs;
vs.vertex = mul(UNITY_MATRIX_MVP,vertex);
vs.uv = uv;
return vs;
}
float4 pixel_shader (custom_type ps) : SV_TARGET
{
float2 uv = ps.uv.xy;
float color;
float4 temp;
color = warping(uv);
if (COLORS==2) return lerp(color1,color2,color);
else
if (COLORS==3)
{
temp=lerp(color1,color2,color);
return lerp(temp,color3,color);
}
else
{
temp=lerp(color1,color2,color);
temp=lerp(temp,color3,color);
return lerp(temp,color4,color);
}
}
ENDCG
}
}
}