shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
output color result = 1.0,
output float alpha = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
point position = vector(u, v, 0.0);
position = flake_scale * position;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
alpha = 0.0;
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
alpha = 1.0;
}
}
shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
//point position = vector(u, v, 0.0);
point position = flake_scale * proj;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}