Created
March 8, 2020 14:08
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文字をランダムに表示するシェーダー GPUInstancingでオブジェクト毎に表示を変える(カメラの距離で描画が変わってしまうのでだめ)
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
Shader "Unlit/charshader_babel" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_sw("string length in line",int) = 30 | |
_line("line",int) = 20 | |
_source("sourceChars in line",int)=1 | |
_seed("seed",float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_instancing | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
uint instanceID : SV_InstanceID; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
uint instanceID : INSTANCE_ID; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
int _sw; | |
int _line; | |
int _source; | |
int _seed; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
#if defined(UNITY_INSTANCING_ENABLED) | |
o.instanceID = v.instanceID; | |
#endif | |
return o; | |
} | |
float random (float2 p,float seed) | |
{ | |
return frac(sin(dot(p, fixed2(12.9898,78.233+ seed))) * 43758.5453); | |
} | |
float noise(float2 st,float seed) | |
{ | |
float2 p = floor(st); | |
return random(p,seed); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
int sw = _sw; //列の文字数 | |
int sh = _line; //行の文字数 | |
int w = _source; | |
//float3 worldpos = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz; | |
//float seed = worldpos.x + worldpos.y + worldpos.z; | |
uint seed = _seed; | |
#if defined(UNITY_INSTANCING_ENABLED) | |
seed += i.instanceID; | |
#endif | |
float c = noise( i.uv*float2(sw,sh) + 1,seed); | |
//return fixed4(c,c,c,1); | |
float x = frac(floor(c*w*w)/w); | |
float y = floor(c*w)/w; | |
float dx = frac(i.uv.x*sw)/w; | |
float dy = frac(i.uv.y*sh)/w; | |
fixed4 col = tex2D(_MainTex,float2(x+dx,y+dy)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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