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tint color +- ***Main Texture*** - Main skybox texture (Cubemap) +- ***Colorize*** - saturation of skybox (0 is BW, 1 is Colorful) +

+- ***Animation*** - Enable animation of the skybox (turning off can increase the performance) +

+- ***Detail textures*** - Additive 2D detail textures +- ***Intensity*** - Influence of texture (0 is no influence) +- ***Scale*** - Scale of detail texture +- ***Distortion*** - Distortion of detail texture +- ***Speed*** - Animation speed + +## __Cosmos Animated Mesh__ shader +### It is same as __Cosmos Animated__ shader but for meshes \ No newline at end of file diff --git a/Assets/AnimatedCosmos/Documentation/CosmosShader.md.meta b/Assets/AnimatedCosmos/Documentation/CosmosShader.md.meta new file mode 100644 index 0000000..42b7e95 --- /dev/null +++ b/Assets/AnimatedCosmos/Documentation/CosmosShader.md.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a27487bd7bab7674396b2a3f8bc2e096 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 155006 + packageName: Animated Cosmos Shader + packageVersion: 1.1 + assetPath: Assets/AnimatedCosmos/Documentation/CosmosShader.md + uploadId: 580778 diff 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[NoScaleOffset]_MainTex ("", Cube) = "white" {} + _Colorize ("Colorize", Range(0,2)) = 0.6 + + [Space(20)] + [Toggle(ANIM_ON)]_AnimOn ("Animation", FLOAT) = 1 + [Space(20)] + [Header(Detail 1)] + [NoScaleOffset]_Detail1 ("", 2D) = "white" {} + _D1I ("Intensity", Range(0,2)) = 1 + _D1Scale ("Scale", FLOAT) = 2 + _D1Distort ("Distortion", FLOAT) = 0.1 + _D1Speed ("Speed", FLOAT) = 5 + [Space(20)] + [Header(Detail 2)] + [NoScaleOffset]_Detail2 ("", 2D) = "white" {} + _D2I ("Intensity", Range(0,2)) = 0.8 + _D2Scale ("Scale", FLOAT) = 5 + _D2Distort ("Distortion", FLOAT) = 0.1 + _D2Speed ("Speed", FLOAT) = 3 + [Space(20)] + [Toggle(ROT_ON)]_RotOn ("Rotation Enabled", FLOAT) = 1 + _Rotation ("Rotation", VECTOR) = (0,0,0,0) + } + + SubShader { + Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off ZWrite Off Fog { Mode Off } + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature __ ANIM_ON + #pragma shader_feature __ ROT_ON + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float3 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : POSITION; + float3 texcoord : TEXCOORD0; + #if !defined(ANIM_ON) + float3 texcoord1 : TEXCOORD1; + float3 texcoord2 : TEXCOORD2; + #endif + UNITY_VERTEX_OUTPUT_STEREO + }; + + float3 _Rotation; + + float2 rotate(float2 v, float a){ + float cs = cos(a); + float sn = sin(a); + return float2( + v.x * cs - v.y * sn, + v.x * sn + v.y * cs + ); + } + + fixed4 _Color; + samplerCUBE _MainTex; + half _Colorize; + sampler2D _Detail1; + half _D1I; + half _D1Scale; + sampler2D _Detail2; + half _D2I; + half _D2Scale; + + #ifdef ANIM_ON + half _D1Speed; + half _D1Distort; + half _D2Speed; + half _D2Distort; + #endif + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef ROT_ON + v.texcoord.yz = rotate(v.texcoord.yz, _Rotation.x/57.29578); + v.texcoord.zx = rotate(v.texcoord.zx, _Rotation.y/57.29578); + v.texcoord.xy = rotate(v.texcoord.xy, _Rotation.z/57.29578); + #endif + o.texcoord = v.texcoord; + #if !defined(ANIM_ON) + o.texcoord1 = v.texcoord * _D1Scale; + o.texcoord2 = v.texcoord * _D2Scale; + #endif + return o; + } + + fixed4 triplanar(sampler2D tex, float3 coord, half scale){ + fixed4 c = + tex2D(tex, coord.xy * scale) * abs(coord.z); + c += tex2D(tex, coord.yz * scale) * abs(coord.x); + c += tex2D(tex, coord.zx * scale) * abs(coord.y); + return c/(abs(coord.x) + abs(coord.y) + abs(coord.z)); + } + fixed4 triplanar(sampler2D tex, float3 coord){ + fixed4 c = + tex2D(tex, coord.xy) * abs(coord.z); + c += tex2D(tex, coord.yz) * abs(coord.x); + c += tex2D(tex, coord.zx) * abs(coord.y); + return c/(abs(coord.x) + abs(coord.y) + abs(coord.z)); + } + + fixed4 saturate(fixed4 col,half sat){ + return lerp( + (col.r + col.g + col.b)/3, + col, sat + ); + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 cosmos = texCUBE(_MainTex, i.texcoord); + + #ifdef ANIM_ON + fixed3 distort = cosmos.xyz * 2 - 1; + fixed blend = frac(_Time.x * _D1Speed); + fixed detail1_0 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * blend, _D1Scale).r; + fixed detail1_1 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * frac(blend+0.5), _D1Scale).r; + fixed detail1 = lerp(detail1_0, detail1_1, abs(blend*2-1)); + + blend = frac(_Time.x*_D2Speed); + fixed detail2_0 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * blend, _D2Scale).r; + fixed detail2_1 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * frac(blend+0.5), _D2Scale).r; + fixed detail2 = lerp(detail2_0, detail2_1, abs(blend*2-1)); + #else + fixed detail1 = triplanar(_Detail1, i.texcoord1); + fixed detail2 = triplanar(_Detail2, i.texcoord2); + #endif + + return fixed4( + saturate(cosmos, _Colorize) * + _Color.rgb * + lerp(1, detail1, _D1I) * + lerp(1, detail2, _D2I), 1); + + } + ENDCG + } + } + Fallback Off + CustomEditor "CosmosSkyEditor" +} + diff --git a/Assets/AnimatedCosmos/Shaders/CosmosAnimated.shader.meta b/Assets/AnimatedCosmos/Shaders/CosmosAnimated.shader.meta new file mode 100644 index 0000000..c6f0b3e --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/CosmosAnimated.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 109fe5176c3a71e46bd4d254b47fc9a1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 155006 + packageName: Animated Cosmos Shader + packageVersion: 1.1 + assetPath: Assets/AnimatedCosmos/Shaders/CosmosAnimated.shader + uploadId: 580778 diff --git a/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader b/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader new file mode 100644 index 0000000..d728339 --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader @@ -0,0 +1,170 @@ +Shader "Unlit/Cosmos Animated Mesh"{ + Properties { + [Hdr]_Color ("Color", Color) = (3, 5, 6, 3) + [Header(Main Texture)] + [NoScaleOffset]_MainTex ("", Cube) = "white" {} + _Colorize ("Colorize", Range(0,2)) = 0.6 + + [Space(20)] + [Toggle(ANIM_ON)]_AnimOn ("Animation", FLOAT) = 1 + [Space(20)] + [Header(Detail 1)] + [NoScaleOffset]_Detail1 ("", 2D) = "white" {} + _D1I ("Intensity", Range(0,2)) = 1 + _D1Scale ("Scale", FLOAT) = 2 + _D1Distort ("Distortion", FLOAT) = 0.1 + _D1Speed ("Speed", FLOAT) = 5 + [Space(20)] + [Header(Detail 2)] + [NoScaleOffset]_Detail2 ("", 2D) = "white" {} + _D2I ("Intensity", Range(0,2)) = 0.8 + _D2Scale ("Scale", FLOAT) = 5 + _D2Distort ("Distortion", FLOAT) = 0.1 + _D2Speed ("Speed", FLOAT) = 3 + [Space(20)] + [Toggle(ROT_ON)]_RotOn ("Rotation Enabled", FLOAT) = 1 + _Rotation ("Rotation", VECTOR) = (0,0,0,0) + + [Space(20)] + [Enum(UnityEngine.Rendering.CullMode)]_Culling ("Culling", FLOAT) = 0 + } + + SubShader { + Tags { "Queue"="Geometry" "RenderType"="Geometry"} + Cull [_Culling] + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature __ ANIM_ON + #pragma shader_feature __ ROT_ON + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed3 normal : NORMAL; + UNITY_VERTEX_INPUT_INSTANCE_ID //Insert + }; + + struct v2f { + float4 vertex : POSITION; + fixed3 normal : NORMAL; + float3 texcoord : TEXCOORD0; + #if !defined(ANIM_ON) + float3 texcoord1 : TEXCOORD1; + float3 texcoord2 : TEXCOORD2; + #endif + UNITY_VERTEX_OUTPUT_STEREO //Insert + }; + + float3 _Rotation; + + float2 rotate(float2 v, float a){ + float cs = cos(a); + float sn = sin(a); + return float2( + v.x * cs - v.y * sn, + v.x * sn + v.y * cs + ); + } + + fixed4 _Color; + samplerCUBE _MainTex; + half _Colorize; + sampler2D _Detail1; + half _D1I; + half _D1Scale; + sampler2D _Detail2; + half _D2I; + half _D2Scale; + + #ifdef ANIM_ON + half _D1Speed; + half _D1Distort; + half _D2Speed; + half _D2Distort; + #endif + + v2f vert (appdata_t v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); //Insert + UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert + + o.vertex = UnityObjectToClipPos(v.vertex); + o.normal = v.normal; + float3 texcoord = v.vertex.xyz; + #ifdef ROT_ON + texcoord.yz = rotate(texcoord.yz, _Rotation.x/57.29578); + texcoord.zx = rotate(texcoord.zx, _Rotation.y/57.29578); + texcoord.xy = rotate(texcoord.xy, _Rotation.z/57.29578); + #endif + o.texcoord = texcoord; + #if !defined(ANIM_ON) + o.texcoord1 = texcoord * _D1Scale; + o.texcoord2 = texcoord * _D2Scale; + #endif + return o; + } + + fixed4 triplanar(sampler2D tex, float3 coord, fixed3 normal, half scale){ + fixed4 c = + tex2D(tex, coord.xy * scale) * abs(normal.z); + c += tex2D(tex, coord.yz * scale) * abs(normal.x); + c += tex2D(tex, coord.zx * scale) * abs(normal.y); + return c/(abs(normal.x) + abs(normal.y) + abs(normal.z)); + } + fixed4 triplanar(sampler2D tex, float3 coord, fixed3 normal){ + fixed4 c = + tex2D(tex, coord.xy) * abs(normal.z); + c += tex2D(tex, coord.yz) * abs(normal.x); + c += tex2D(tex, coord.zx) * abs(normal.y); + return c/(abs(normal.x) + abs(normal.y) + abs(normal.z)); + } + + fixed4 saturate(fixed4 col,half sat){ + return lerp( + (col.r + col.g + col.b)/3, + col, sat + ); + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 cosmos = texCUBE(_MainTex, i.texcoord); + + #ifdef ANIM_ON + fixed3 distort = cosmos.xyz * 2 - 1; + fixed blend = frac(_Time.x * _D1Speed); + fixed detail1_0 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * blend, i.normal, _D1Scale).r; + fixed detail1_1 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * frac(blend+0.5), i.normal, _D1Scale).r; + fixed detail1 = lerp(detail1_0, detail1_1, abs(blend*2-1)); + + blend = frac(_Time.x*_D2Speed); + fixed detail2_0 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * blend, i.normal, _D2Scale).r; + fixed detail2_1 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * frac(blend+0.5), i.normal, _D2Scale).r; + fixed detail2 = lerp(detail2_0, detail2_1, abs(blend*2-1)); + #else + fixed detail1 = triplanar(_Detail1, i.texcoord1, i.normal); + fixed detail2 = triplanar(_Detail2, i.texcoord2, i.normal); + #endif + + return fixed4( + saturate(cosmos, _Colorize) * + _Color.rgb * + lerp(1, detail1, _D1I) * + lerp(1, detail2, _D2I), 1); + + } + ENDCG + } + } + Fallback Off + CustomEditor "CosmosSkyEditor" +} + diff --git a/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader.meta b/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader.meta new file mode 100644 index 0000000..47f2001 --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 79a11fef9c9fd164ab0d03d0dc23e0f4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 155006 + packageName: Animated Cosmos Shader + packageVersion: 1.1 + assetPath: Assets/AnimatedCosmos/Shaders/CosmosAnimatedMesh.shader + uploadId: 580778 diff --git a/Assets/AnimatedCosmos/Shaders/Editor.meta b/Assets/AnimatedCosmos/Shaders/Editor.meta new file mode 100644 index 0000000..9ff94e0 --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 01462ea1ee6736d4d885bf70c1b28592 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs b/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs new file mode 100644 index 0000000..a604eb4 --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs @@ -0,0 +1,25 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +public class CosmosSkyEditor : ShaderGUI { + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + Material targetMat = materialEditor.target as Material; + bool animationEnabled = false; + for (int i = 0; i < properties.Length; i++) + { + if(properties[i].name == "_AnimOn"){ + animationEnabled = properties[i].floatValue > 0.5f; + } + if(!animationEnabled){ + string propName = properties[i].name; + if (propName == "_D1Distort") continue; + if (propName == "_D1Speed") continue; + if (propName == "_D2Distort") continue; + if (propName == "_D2Speed") continue; + } + materialEditor.ShaderProperty(properties[i], properties[i].displayName); + } + } +} \ No newline at end of file diff --git a/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs.meta b/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs.meta new file mode 100644 index 0000000..88c51cb --- /dev/null +++ b/Assets/AnimatedCosmos/Shaders/Editor/CosmosSkyEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 35a1f463d7351ee46b32c9d8edee8e8c 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assetPath: Assets/PainterlyAsset/Demo/Textures/teapot_bc.png + uploadId: 772960 diff --git a/Assets/PainterlyAsset/Shaders.meta b/Assets/PainterlyAsset/Shaders.meta new file mode 100644 index 0000000..5c4355f --- /dev/null +++ b/Assets/PainterlyAsset/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: aea796290315049d3a9c8ff13ed09389 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PainterlyAsset/Shaders/Painterly.hlsl b/Assets/PainterlyAsset/Shaders/Painterly.hlsl new file mode 100644 index 0000000..43faa57 --- /dev/null +++ b/Assets/PainterlyAsset/Shaders/Painterly.hlsl @@ -0,0 +1,225 @@ +float pcg_hash3(uint3 p) +{ + const uint M = 1664525u; + const uint C = 1013904223u; + + uint3 state = p * M + C; + state = state ^ (state >> 16u); + state *= M; + state += C; + state = state ^ (state >> 16u); + + uint hash = state.x ^ state.y ^ state.z; + + return float(hash) / 4294967296.0; +} + +struct VoronoiOutput { + float distance; + float3 color; + float3 position; +}; + +struct VoronoiParams { + float randomness; + float smoothness; + float metric; // 0=Euclidean, 1=Manhattan, 2=Chebychev + float scale; +}; + +float3 hash_int3_to_float3(int3 p) { + uint3 q = uint3(p) * uint3(1597334673u, 3812015801u, 2912667907u); + q = (q.x ^ q.y ^ q.z) * uint3(1597334673u, 3812015801u, 2912667907u); + return float3(q) / float(0xFFFFFFFFu); +} + +float voronoi_distance(float3 a, float3 b, VoronoiParams params) { + float3 d = abs(a - b); + + if (params.metric == 0.0) { // Euclidean + return length(d); + } + else if (params.metric == 1.0) { // Manhattan + return d.x + d.y + d.z; + } + else { // Chebychev + return max(max(d.x, d.y), d.z); + } +} + +VoronoiOutput voronoi_smooth_f1(VoronoiParams params, float3 coord) { + coord *= params.scale; + + const float3 cellPosition_f = floor(coord); + const float3 localPosition = coord - cellPosition_f; + const int3 cellPosition = int3(cellPosition_f); + + float smoothDistance = 0.0; + float3 smoothColor = float3(0.0, 0.0, 0.0); + float3 smoothPosition = float3(0.0, 0.0, 0.0); + float h = -1.0; + + [unroll] + for (int k = -2; k <= 2; k++) { + [unroll] + for (int j = -2; j <= 2; j++) { + [unroll] + for (int i = -2; i <= 2; i++) { + const int3 cellOffset = int3(i, j, k); + const float3 pointPosition = float3(cellOffset) + + hash_int3_to_float3(cellPosition + cellOffset) * + params.randomness; + const float distanceToPoint = voronoi_distance(pointPosition, localPosition, params); + + h = h == -1.0 ? + 1.0 : + smoothstep(0.0, 1.0, 0.5 + 0.5 * (smoothDistance - distanceToPoint) / params.smoothness); + + float correctionFactor = params.smoothness * h * (1.0 - h); + smoothDistance = lerp(smoothDistance, distanceToPoint, h) - correctionFactor; + correctionFactor /= 1.0 + 3.0 * params.smoothness; + + const float3 cellColor = hash_int3_to_float3(cellPosition + cellOffset); + smoothColor = lerp(smoothColor, cellColor, h) - correctionFactor; + smoothPosition = lerp(smoothPosition, pointPosition, h) - correctionFactor; + } + } + } + + VoronoiOutput octave; + octave.distance = smoothDistance / params.scale; + octave.color = smoothColor; + octave.position = (cellPosition_f + smoothPosition) / params.scale; + return octave; +} + +float voronoi_distance_fast(float3 a, float3 b, VoronoiParams params) +{ + float3 diff = a - b; + return dot(diff, diff); +} + +float3 hash_int3_to_float3_optimized(int3 cell) +{ + uint3 p = uint3(cell); + p = p * 1664525u + 1013904223u; + p.x += p.y*p.z; + p.y += p.z*p.x; + p.z += p.x*p.y; + p ^= p >> 16u; + p = p * 1664525u + 1013904223u; + return float3(p & uint3(0x00FFFFFFu, 0x00FFFFFFu, 0x00FFFFFFu)) / float(0x00FFFFFFu); +} + +VoronoiOutput voronoi_simple_f1(VoronoiParams params, float3 coord) +{ + coord *= params.scale; + + float3 cellPosition_f = floor(coord); + float3 localPosition = coord - cellPosition_f; + int3 cellPosition = int3(cellPosition_f); + + int3 targetOffset = int3(0, 0, 0); + float3 pointPosition = hash_int3_to_float3(cellPosition) * params.randomness; + float minDistance = voronoi_distance_fast(pointPosition, localPosition, params); + float3 targetPosition = pointPosition; + + for (int k = -1; k <= 1; k++) { + for (int j = -1; j <= 1; j++) { + //manual unroll + { + int i = -1; + int3 cellOffset = int3(i, j, k); + pointPosition = float3(cellOffset) + + hash_int3_to_float3(cellPosition + cellOffset) * + params.randomness; + float distanceToPoint = voronoi_distance_fast(pointPosition, localPosition, params); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + { + int i = 0; + int3 cellOffset = int3(i, j, k); + pointPosition = float3(cellOffset) + + hash_int3_to_float3(cellPosition + cellOffset) * + params.randomness; + float distanceToPoint = voronoi_distance_fast(pointPosition, localPosition, params); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + { + int i = 1; + int3 cellOffset = int3(i, j, k); + pointPosition = float3(cellOffset) + + hash_int3_to_float3(cellPosition + cellOffset) * + params.randomness; + float distanceToPoint = voronoi_distance_fast(pointPosition, localPosition, params); + if (distanceToPoint < minDistance) { + targetOffset = cellOffset; + minDistance = distanceToPoint; + targetPosition = pointPosition; + } + } + } + } + + VoronoiOutput octave; + octave.distance = minDistance / params.scale; + octave.color = hash_int3_to_float3(cellPosition + targetOffset); + octave.position = (targetPosition + cellPosition_f) / params.scale; + return octave; +} + +void PainterlyNormalsSimple_float(float3 normalOS, float randomness, float scale, out float3 normal, out float3 color, out float distance) { + VoronoiParams params; + params.randomness = randomness; + params.scale = scale; + + VoronoiOutput result = voronoi_simple_f1(params, normalOS); + normal = result.position; + color = result.color; + distance = result.distance; +} + +void PainterlyNormalsSimple_half(half3 normalOS, half randomness, half scale, out half3 normal, out half3 color, out half distance) { + VoronoiParams params; + params.randomness = randomness; + params.scale = scale; + + VoronoiOutput result = voronoi_simple_f1(params, normalOS); + normal = result.position; + color = result.color; + distance = result.distance; +} + +void PainterlyNormals_float(float3 normalOS, float randomness, float smoothness, float metric, float scale, out float3 normal, out float3 color, out float distance) { + VoronoiParams params; + params.randomness = randomness; + params.smoothness = smoothness; + params.metric = metric; + params.scale = scale; + + VoronoiOutput result = voronoi_smooth_f1(params, normalOS); + normal = result.position; + color = result.color; + distance = result.distance; +} + +void PainterlyNormals_half(half3 normalOS, half randomness, half smoothness, half metric, half scale, out half3 normal, out half3 color, out half distance) { + VoronoiParams params; + params.randomness = randomness; + params.smoothness = smoothness; + params.metric = metric; + params.scale = scale; + + VoronoiOutput result = voronoi_smooth_f1(params, normalOS); + normal = result.position; + color = result.color; + distance = result.distance; +} \ No newline at end of file diff --git a/Assets/PainterlyAsset/Shaders/Painterly.hlsl.meta b/Assets/PainterlyAsset/Shaders/Painterly.hlsl.meta new file mode 100644 index 0000000..9576a36 --- /dev/null +++ b/Assets/PainterlyAsset/Shaders/Painterly.hlsl.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 6ce3babaf0f4745e48960db7a002c54f +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 325417 + packageName: Painterly Normals Shader + packageVersion: 1.0 + assetPath: Assets/PainterlyAsset/Shaders/Painterly.hlsl + 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