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2025-06-09 23:23:13 +08:00

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Shader "Hidden/MicroVerse/NoisePreview"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include_with_pragmas "UnityCG.cginc"
#include_with_pragmas "Noise.cginc"
#pragma shader_feature_local_fragment _ _NOISE _FBM _WORLEY _WORM _WORMFBM
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _Param;
float2 _Remap;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 Colorize(float a, float b, float t)
{
float4 r = (t - a)/(b - a);
if (r.x <= 0)
{
r.b = abs(r.b);
r.rg = 0;
}
else if (r.x > 1)
{
r.rgb = lerp(r.rgb, float3(1,0,0), saturate(r.x-1));
}
return r;
}
fixed4 frag (v2f i) : SV_Target
{
#if _NOISE
return Colorize(_Remap.x, _Remap.y, Noise(i.uv, _Param));
#elif _FBM
return Colorize(_Remap.x, _Remap.y, NoiseFBM(i.uv, _Param));
#elif _WORM
return Colorize(_Remap.x, _Remap.y, NoiseWorm(i.uv, _Param));
#elif _WORMFBM
return Colorize(_Remap.x, _Remap.y, NoiseWormFBM(i.uv, _Param));
#else
return Colorize(_Remap.x, _Remap.y, NoiseWorley(i.uv, _Param));
#endif
}
ENDCG
}
}
}