Voronoi算法效果

2020-09-17 18:56发布

Shader "Unlit/Voronoi"

{

Properties

{

_MainTex("Texture", 2D) = "white" {}

_TileNum("TileNum", float) = 5

}

SubShader

{

Tags { "RenderType" = "Opaque" }

LOD 100

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float2 uv : TEXCOORD0;

float4 vertex : SV_POSITION;

};

sampler2D _MainTex;

float4 _MainTex_ST;

float _TileNum;

#define HASHSCALE3 float3(.1031, .1030, .0973)

v2f vert(appdata v)

{

v2f o;

o.vertex = UnityObjectToClipPos(v.vertex);

o.uv = TRANSFORM_TEX(v.uv, _MainTex);

return o;

}

float2 hash22(float2 p)

{

float3 p3 = frac(float3(p.xyx) * HASHSCALE3);

p3 += dot(p3, p3.yzx + 19.19);

return frac((p3.xx + p3.yz)*p3.zy);

}

float wnoise(float2 p,float time) {

float2 n = floor(p);

float2 f = frac(p);

float md = 5.0;

float2 m = float2(0.,0.);

for (int i = -1; i <= 1; i++) {

for (int j = -1; j <= 1; j++) {

float2 g = float2(i, j);

float2 o = hash22(n + g);

o = 0.5 + 0.5*sin(time + 6.28*o);

float2 r = g + o - f;

float d = dot(r, r);

if (d < md) {

md = d;

m = n + g + o;

}

}

}

return md;

}

fixed4 frag(v2f i) : SV_Target

{

float2 uv = _TileNum * i.uv;

float time = _Time.y;

float val = wnoise(uv,time);

return float4(val,val,val,1.0);

}

ENDCG

}

}

}

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作者:unity游侠

链接:https://blog.csdn.net/y90o08u28/article/details/87862344

来源:CSDN
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