Aetheria/Assets/Scripts/Zone Display/BlueNoiseProvider.cs
Reinier Vens ec1f8f56d4 Golden Ratio Blue Noise Sampling
Improved fog sampling and stochastic transparency by generating low discrepancy temporal sequences using the golden ratio on blue noise samples
2021-04-12 14:36:32 +01:00

35 lines
1,000 B
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
[ExecuteInEditMode]
public class BlueNoiseProvider : MonoBehaviour
{
public Texture2D NoiseTexture;
private Camera _camera;
private void Start()
{
_camera = Camera.main;
Shader.SetGlobalTexture("_DitheringTex", NoiseTexture);
}
private void Update()
{
Shader.SetGlobalVector("_DitheringCoords", new Vector4(
(float)_camera.scaledPixelWidth / (float)NoiseTexture.width,
(float)_camera.scaledPixelHeight / (float)NoiseTexture.height,
Random.value,
Random.value
));
Shader.SetGlobalInt("_FrameNumber", Time.frameCount);
}
}