#ifndef COMMON_INCLUDED #define COMMON_INCLUDED sampler2D _NoiseTex; sampler2D _CloudTex; float NoiseTexFrag(float2 uv) { return tex2D(_NoiseTex, uv).r*2 - 1; } float NoiseTexVert(float2 uv) { return tex2Dlod(_NoiseTex, float4(uv.xy, 0, 0)).r*2 - 1; } float CloudTexFrag(float2 uv) { return tex2D(_CloudTex, uv).r*2 - 1; } float CloudTexLod0(float2 uv) { return tex2Dlod(_CloudTex, float4(uv.xy, 0, 0)).r*2 - 1; } float CloudTexVert(float2 uv) { return CloudTexLod0(uv); } float2 GradientNoise_dir(float2 p) { p = p % 289; float x = (34 * p.x + 1) * p.x % 289 + p.y; x = (34 * x + 1) * x % 289; x = frac(x / 41) * 2 - 1; return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); } float GradientNoise(float2 p) { float2 ip = floor(p); float2 fp = frac(p); float d00 = dot(GradientNoise_dir(ip), fp); float d01 = dot(GradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1)); float d10 = dot(GradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0)); float d11 = dot(GradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1)); fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x); } float InverseLerpUnclamped(float a, float b, float value) { //adding a==b check if needed return (value - a) / (b - a + 0.00000001); } float RandomValue(float seed) { return frac(seed*23.456*(1+ceil(seed)*12.345)); } float RandomValue(float3 seed) { float3 value = frac(seed*23.456*(1+ceil(seed)*12.345)); return max(value.x, min(value.y, value.z)); } float2 VoronoiRandomVector (float2 UV, float offset) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); UV = frac(sin(mul(UV, m)) * 46839.32); return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); } float Voronoi(float2 UV, float AngleOffset, float CellDensity) { float2 g = floor(UV * CellDensity); float2 f = frac(UV * CellDensity); float t = 8.0; float3 res = float3(8.0, 0.0, 0.0); float noiseValue = 0; for(int y=-1; y<=1; y++) { for(int x=-1; x<=1; x++) { float2 lattice = float2(x,y); float2 offset = VoronoiRandomVector(lattice + g, AngleOffset); float d = distance(lattice + offset, f); if(d < res.x) { res = float3(d, offset.x, offset.y); noiseValue = res.x; } } } return noiseValue; } float2 PanUV(float2 uv, float2 speed) { return uv + _Time.y*speed; } half IsOrtho() { return unity_OrthoParams.w; } half GetNearPlane() { return _ProjectionParams.y; } half GetFarPlane() { return _ProjectionParams.z; } float SqrDistance(float3 pt1, float3 pt2) { float3 v = pt2 - pt1; return dot(v,v); } fixed SqrDistance(fixed pt1, fixed pt2) { fixed v = pt2 - pt1; return dot(v,v); } float SqrMagnitude(float2 p) { return p.x*p.x + p.y*p.y; } float SqrMagnitude(float3 p) { return p.x*p.x + p.y*p.y + p.z*p.z; } float StepValue(float v, float count) { float step = 1.0/count; return v-v%step; } float TriangleWave(float t) { return 2.0 * abs( 2 * (t - floor(0.5 + t)) ) - 1.0; } fixed4 BlendOverlay(fixed4 src, fixed4 des) { fixed4 result = src*src.a + des*(1-src.a); result.a = 1 - (1-src.a)*(1-des.a); return result; } #endif