卡通火

code
// Reference https://www.shadertoy.com/view/lsscWr Shader "Hidden/CartoonFire" { SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" //todo float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 permute(float4 x) { return mod289(((x * 34.0) + 1.0) * x); }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v) { const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx);
// Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); float4 p = permute(permute(permute( i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) float4 x_ = floor(j * ns.z); float4 y_ = floor(j - 7.0 * x_); // mod(j,N) float4 x = x_ * ns.x + ns.yyyy; float4 y = y_ * ns.x + ns.yyyy; float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw);
//float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; //float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, float4(0,0,0,0));
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 p0 = float3(a0.xy, h.x); float3 p1 = float3(a0.zw, h.y); float3 p2 = float3(a1.xy, h.z); float3 p3 = float3(a1.zw, h.w);
//Normalise gradients float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
// Mix final noise value float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; return 42.0 * dot(m * m, float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); }
#define STEPS 4 float CUTOFF = 0.15; //depth less than this, show black //把hsv 颜色转为RGB颜色 float3 hsv2rgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } //获取整屏的噪波效果 float getNoise(float2 uv, float t) { //given a uv coord and time - return a noise val in range 0 - 1 //using ashima noise //add time to y position to make noise field move upwards float TRAVEL_SPEED = 1.5;
//octave 1 float SCALE = 2.0; float noise = snoise(float3(uv.x * SCALE, uv.y * SCALE - t * TRAVEL_SPEED, 0)); //octave 2 - more detail SCALE = 6.0; noise += snoise(float3(uv.x * SCALE + t, uv.y * SCALE, 0)) * 0.2; //把noise 换算到 0-1的范围 noise = (noise / 2. + 0.5);
return noise; }
float getDepth(float n) { //given a 0-1 value return a depth, //remap remaining non-cutoff region to 0 - 1 float d = (n - CUTOFF) / (1 - CUTOFF); //step it d = floor(d * STEPS) / STEPS; return d; }
//end fixed4 frag(v2f_img i) : SV_Target { float3 col = 0; float2 uv = i.uv; uv.x *= 4.0; float t = _Time.y * 3.0;
//获取噪波值 float noise = getNoise(uv, t); //模拟火焰的形态(三角形) CUTOFF = uv.y; CUTOFF += abs(uv.x * 0.5 - 1.); //噪声图 跟 火焰形态 比较得到黑色区域(不显示的区域) if (noise < CUTOFF) { col = 0; } else { // //卡通火的显示 float d = pow(getDepth(noise), 2); // 卡通火颜色赋值 (通过黑白值 转为 hsv值) float3 hsv = float3(d * 0.17, 0.8 - d / 4., d + 0.8); //把hsv值 转为RGB的值 col = hsv2rgb(hsv); } return float4(col, 1.0); } ENDCG } }
}