2026-06-09 룸 프로토타입 디자인 (진행중)
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51
Assets/Stylized Water 3/Shaders/Compute/SDF.compute
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51
Assets/Stylized Water 3/Shaders/Compute/SDF.compute
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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#pragma kernel CSMain
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Texture2D<float4> _InputTexture;
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RWTexture2D<float> _OutputTexture;
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float _MaxDistance;
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uint2 _TextureSize;
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[numthreads(8, 8, 1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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if (id.x >= _TextureSize.x || id.y >= _TextureSize.y) return;
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float pixel = _InputTexture[id.xy].r;
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bool isBackground = pixel.r > 0.5; //Assume white is the background
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float minDistance = _MaxDistance;
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//Reduced search window based on _MaxDistance
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int searchRadius = int(_MaxDistance);
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int2 start = max(int2(0, 0), int2(id.xy) - searchRadius);
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int2 end = min(_TextureSize, int2(id.xy) + searchRadius + 1);
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for (int y = start.y; y < end.y; y++)
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{
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for (int x = start.x; x < end.x; x++)
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{
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float sample = _InputTexture[int2(x, y)].r;
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bool sampleIsBackground = sample.r > 0.5;
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if(sampleIsBackground == isBackground || sample < pixel) continue;
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//if (sampleIsBackground != isBackground && sample > pixel)
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{
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float2 diff = float2(x, y) - id.xy;
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float distance = length(diff);
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if (distance < minDistance)
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{
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minDistance = distance;
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}
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}
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}
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}
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_OutputTexture[id.xy] = 1-(minDistance / _MaxDistance); // Normalize
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}
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