Improved fog sampling and stochastic transparency by generating low discrepancy temporal sequences using the golden ratio on blue noise samples
35 lines
1,000 B
C#
35 lines
1,000 B
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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[ExecuteInEditMode]
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public class BlueNoiseProvider : MonoBehaviour
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{
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public Texture2D NoiseTexture;
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private Camera _camera;
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private void Start()
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{
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_camera = Camera.main;
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Shader.SetGlobalTexture("_DitheringTex", NoiseTexture);
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}
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private void Update()
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{
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Shader.SetGlobalVector("_DitheringCoords", new Vector4(
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(float)_camera.scaledPixelWidth / (float)NoiseTexture.width,
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(float)_camera.scaledPixelHeight / (float)NoiseTexture.height,
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Random.value,
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Random.value
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));
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Shader.SetGlobalInt("_FrameNumber", Time.frameCount);
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}
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}
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