9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1.5 KiB
1.5 KiB
Checkerboard Node
Description
Generates a checkerboard of alternating colors between inputs Color A and Color B based on input UV. The checkerboard scale is defined by input Frequency.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value |
Color A | Input | Color RGB | None | First checker color |
Color B | Input | Color RGB | None | Second checker color |
Frequency | Input | Vector 2 | None | Scale of checkerboard per axis |
Out | Output | Vector 2 | None | Output UV value |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_Checkerboard_float(float2 UV, float3 ColorA, float3 ColorB, float2 Frequency, out float3 Out)
{
UV = (UV.xy + 0.5) * Frequency;
float4 derivatives = float4(ddx(UV), ddy(UV));
float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
float width = 1.0;
float2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width;
float2 scale = 0.35 / duv_length.xy;
float freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
float2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter);
Out = lerp(ColorA, ColorB, alpha.xxx);
}