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@sasanon
Last active October 22, 2018 15:36
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Unity Noise-Shader Sample
Shader "Sasami/NoiseSample"
{
Properties
{
_NoiseTilingOffset ("NoiseTex Tiling(x,y)/Offset(z,w)", Vector) = (0.1,0.1,0,0)
_NoiseSizeScroll ("NoiseTex Size(x,y)/Scroll(z,w)" , Vector) = (16,16,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "SasamiNoise.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
fixed4 _NoiseTilingOffset;
fixed4 _NoiseSizeScroll;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_NOISE_TEX(v.uv, _NoiseTilingOffset, _NoiseSizeScroll);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed p = perlinNoise(i.uv, _NoiseSizeScroll.xy);
//return fixed4 ( p, p, p, 1 ); // 白黒のノイズ画像を生成
return fixed4 ( normalNoise(i.uv, _NoiseSizeScroll.xy), 1 ); // 法線マップ用パーリンノイズ画像を生成
}
ENDCG
}
}
}
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