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inline float inverselerp(float min, float max, float x) | |
{ | |
return (x - min) / (max - min); | |
} | |
float hash(float n) | |
{ | |
return frac(sin(n)*43758.5453); | |
} | |
float noise(float3 v) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
float3 p = floor(v); | |
float3 f = frac(v); | |
f = f*f*(3.0 - 2.0*f); | |
float n = p.x + p.y*57.0 + 113.0*p.z; | |
return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), | |
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), | |
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), | |
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); | |
} | |
half4 getSmearedWorldPos(half4 vertPos) | |
{ | |
half4 worldPos = mul(unity_ObjectToWorld, vertPos); | |
half3 worldOffset = _SmearPosition.xyz - _PrevSmearPosition.xyz; | |
half3 localOffset = worldPos.xyz - _SmearPosition.xyz; | |
// World offset should only be behind swing | |
half dirDot = dot(normalize(worldOffset), normalize(localOffset)); | |
worldOffset = clamp(worldOffset, -_NoiseHeight, _NoiseHeight); | |
worldOffset *= -clamp(dirDot, -1, 0) * (1 - step(length(worldOffset), 0)); | |
// World offset is scaled by distance from smearPos | |
half dist = clamp(length(localOffset), _SmearRange, _SmearRange + _SmearFalloff); | |
half distAlpha = inverselerp(_SmearRange + _SmearFalloff, _SmearRange, dist); | |
worldOffset *= distAlpha; | |
half3 smearOffset = -worldOffset.xyz * lerp(1, cheapVertNoise(worldPos * _NoiseScale), step(0, _NoiseScale)); | |
worldPos.xyz += smearOffset; | |
return worldPos; | |
} |
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