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vector custom_random(vector Seed, vector Pixelator, float RandomSeed, float Division) { | |
return hashnoise(Pixelator * 2343249.2 + Seed * RandomSeed); | |
} | |
float count_treshold(float RandomizedCount, float Count) { | |
float Mix = Count < 0 ? (1 - RandomizedCount) : RandomizedCount; | |
return Mix < abs(Count); | |
} | |
float clipping_mask(vector Vector, float CountTreshold) { | |
return (Vector[0] > 0 && Vector[0] < 1 && Vector[1] > 0 && Vector[1] < 1) ? CountTreshold : 0; | |
} | |
vector randomize_location(vector Sawtooth, float OffsetPhaseShiftRad, float RandomizedOffset, float RandomizedOutput, float RandomOffset) { | |
float SinOffsetPhaseShift = sin(OffsetPhaseShiftRad); | |
float CosOffsetPhaseShift = cos(OffsetPhaseShiftRad); | |
float NormalizedOffset = (RandomizedOffset- 0.5) * 2; | |
float NormalizedOutput = (RandomizedOutput- 0.5) * 2; | |
return vector(NormalizedOffset * CosOffsetPhaseShift - NormalizedOutput * SinOffsetPhaseShift, | |
NormalizedOffset * SinOffsetPhaseShift + NormalizedOutput * CosOffsetPhaseShift, | |
0) * RandomOffset + Sawtooth; | |
} | |
vector cell_rotation(vector RandomizedLocation, float RandomAngle, float RandomSize, float XYRatio) { | |
float SquareRootXYRatio = sqrt(XYRatio); | |
vector CenteredLocation = RandomizedLocation - 0.5; | |
vector SinLocation = CenteredLocation * sin(RandomAngle); | |
vector CosLocation = CenteredLocation * cos(RandomAngle); | |
return vector(CosLocation[0] - SinLocation[1], SinLocation[0] + CosLocation[1], 0.0) | |
* vector(1.0 / SquareRootXYRatio, SquareRootXYRatio, 0.0) | |
/ RandomSize | |
+ 0.5; | |
} | |
shader scatter_material( | |
vector InputMap = 0, | |
int Layers = 1, | |
float Count = 1, | |
float Division = 10, | |
float IndividualSize = 0.5, | |
float RandomSize = 0.0, | |
float Rotation = 0.0, | |
float RandomRotation = 0.0, | |
float RotationSteps = 0.0, | |
float RandomOffset = 0.0, | |
float OffsetPhaseShift = 0.0, | |
float RandomSeed = 0.0, | |
float RandomMultiplier = 19.0, | |
vector LayerOffset = 0.5, | |
float RandomProfile = 0.0, | |
float XYRatio = 1.0, | |
string DiffuseTexture = "", | |
string RoughnessTexture = "", | |
string MetallicTexture = "", | |
string NormalTexture = "", | |
string HeightTexture = "", | |
output color DiffuseOutput = 0.0, | |
output color RoughnessOutput = 0.0, | |
output color MetallicOutput = 0.0, | |
output color NormalOutput = 0.0, | |
output color HeightOutput = 0.0, | |
output float ClippingMask = 0.0, | |
output float OutRandomSize = 0.0, | |
output float OutRandomRotation = 0.0, | |
output float Random1 = 0.0, | |
output float Random2 = 0.0, | |
output float Random3 = 0.0, | |
output float Random4 = 0.0) | |
{ | |
DiffuseOutput = 0; | |
RoughnessOutput = 0.0; | |
MetallicOutput = 0.0; | |
NormalOutput = 0.0; | |
HeightOutput = 0.0; | |
ClippingMask = 0.0; | |
Random1 = 0.0; | |
Random2 = 0.0; | |
Random3 = 0.0; | |
Random4 = 0.0; | |
for (int layer = 0; layer < Layers; layer++) { | |
vector ModBase = vector(1 / Division); | |
vector AbsBase = (InputMap + layer * LayerOffset)/ModBase; | |
vector Sawtooth = (AbsBase - floor(AbsBase)) * ModBase;//fmod(abs(InputMap), vector(1 / Division)); | |
vector Pixelator = (InputMap + layer * LayerOffset) - Sawtooth; | |
vector AngleSizeCount = custom_random(vector(9.7, 6.9, 13), Pixelator, RandomSeed * RandomMultiplier * layer, Division); | |
float RandomizedAngle = mix(AngleSizeCount[0], smoothstep(0, 1, AngleSizeCount[0]), RandomProfile); | |
float RandomizedSizeUnscaled = mix(AngleSizeCount[1], smoothstep(0, 1, AngleSizeCount[1]),RandomProfile); | |
float RandomizedSize = mix(IndividualSize, RandomizedSizeUnscaled * IndividualSize, RandomSize); | |
float RandomizedCount = AngleSizeCount[2]; | |
vector OffsetOutputRandom = custom_random(vector(12.2, 1.3, 2.70), Pixelator, RandomSeed * RandomMultiplier * layer, Division); | |
float RandomizedOffset = mix(OffsetOutputRandom[0], smoothstep(0, 1, OffsetOutputRandom[0]), RandomProfile); | |
float RandomizedOutput = mix(OffsetOutputRandom[1], smoothstep(0, 1, OffsetOutputRandom[1]), RandomProfile); | |
vector ExtraRandomOutput = custom_random(vector(-4.5, 0.3, 16.900), Pixelator, RandomSeed * RandomMultiplier * layer, Division); | |
vector RandomizedLocation = randomize_location(Sawtooth * Division, radians(OffsetPhaseShift), RandomizedOffset, RandomizedOutput, RandomOffset / 200); | |
float RandomRotationRad = radians(RandomRotation); | |
float ScaledRandomAngle = RandomizedAngle * RandomRotationRad; | |
float RandomAngle = ScaledRandomAngle + radians(Rotation) - (abs(RandomRotationRad) > 0 ? fmod(ScaledRandomAngle, radians(RotationSteps)) : 0.0); | |
vector Vector = cell_rotation(RandomizedLocation, RandomAngle, RandomizedSize, XYRatio); | |
float CurrentClippingMask = clipping_mask(Vector, count_treshold(RandomizedCount, Count)); | |
Random1 += OffsetOutputRandom[2] * CurrentClippingMask; | |
Random2 += ExtraRandomOutput[0] * CurrentClippingMask; | |
Random3 += ExtraRandomOutput[1] * CurrentClippingMask; | |
Random4 += ExtraRandomOutput[2] * CurrentClippingMask; | |
OutRandomSize = mix(1, RandomizedSize, RandomSize); | |
OutRandomRotation = RandomizedAngle * RandomRotation / 360; | |
float Alpha = 0; | |
vector CurrentDiffuse = texture(DiffuseTexture, Vector[0], Vector[1],"interp","closest", "alpha", Alpha); | |
DiffuseOutput = DiffuseOutput * (1 - CurrentClippingMask * Alpha) + CurrentDiffuse * CurrentClippingMask * Alpha; | |
RoughnessOutput = RoughnessOutput * (1 - CurrentClippingMask * Alpha) + texture(RoughnessTexture, Vector[0], Vector[1],"interp","closest") * CurrentClippingMask * Alpha; | |
MetallicOutput = MetallicOutput * (1 - CurrentClippingMask * Alpha) + texture(MetallicTexture, Vector[0], Vector[1],"interp","closest") * CurrentClippingMask * Alpha; | |
NormalOutput = NormalOutput * (1 - CurrentClippingMask * Alpha) + texture(NormalTexture, Vector[0], Vector[1],"interp","closest") * CurrentClippingMask * Alpha; | |
HeightOutput += texture(HeightTexture, Vector[0], Vector[1],"interp","closest") * CurrentClippingMask; | |
ClippingMask += CurrentClippingMask * Alpha; | |
} | |
} |
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