qr shader: support all mask types, draw data bits (no ecc calculation)

This commit is contained in:
Crispy 2024-08-17 15:42:09 +02:00
parent d470f00987
commit e0fd6f2613
2 changed files with 62 additions and 14 deletions

View file

@ -61,6 +61,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: m_Ints:
- _DisableMask: 0
- _Version: 15 - _Version: 15
m_Floats: m_Floats:
- _BumpScale: 1 - _BumpScale: 1
@ -70,6 +71,7 @@ Material:
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.5 - _Glossiness: 0.5
- _GlossyReflections: 1 - _GlossyReflections: 1
- _Mask: 1
- _Metallic: 0 - _Metallic: 0
- _Mode: 0 - _Mode: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1

View file

@ -3,6 +3,9 @@ Properties {
[HideInInspector] [HideInInspector]
_("",2D)=""{} _("",2D)=""{}
_Version("Version", Range(1, 40)) = 1 _Version("Version", Range(1, 40)) = 1
_Mask("Mask type", Range(0, 7)) = 1
[Toggle]
_DisableMask("Hide mask", Integer) = 0
_TimeSlider("Time", Range(0, 250)) = 0 _TimeSlider("Time", Range(0, 250)) = 0
} }
SubShader { SubShader {
@ -12,6 +15,8 @@ CGPROGRAM
#pragma surface s Standard #pragma surface s Standard
struct Input{float2 uv_;}; struct Input{float2 uv_;};
uint _Version; uint _Version;
uint _Mask;
bool _DisableMask;
float _TimeSlider; float _TimeSlider;
#define VERSION _Version #define VERSION _Version
@ -32,7 +37,9 @@ CGPROGRAM
#define EC_LEVEL_H 2 #define EC_LEVEL_H 2
#define EC_LEVEL EC_LEVEL_L #define EC_LEVEL EC_LEVEL_L
#define MASK_TYPE 1 #define MASK_TYPE _Mask
// ECI_MODE 0100 = byte
#define ECI_MODE 4
static const uint FORMAT_BIT_SETS[32] = {0x5412, 0x5125, 0x5e7c, 0x5b4b, 0x45f9, 0x40ce, 0x4f97, 0x4aa0, 0x77c4, 0x72f3, 0x7daa, 0x789d, 0x662f, 0x6318, 0x6c41, 0x6976, 0x1689, 0x13be, 0x1ce7, 0x19d0, 0x0762, 0x0255, 0x0d0c, 0x083b, 0x355f, 0x3068, 0x3f31, 0x3a06, 0x24b4, 0x2183, 0x2eda, 0x2bed}; static const uint FORMAT_BIT_SETS[32] = {0x5412, 0x5125, 0x5e7c, 0x5b4b, 0x45f9, 0x40ce, 0x4f97, 0x4aa0, 0x77c4, 0x72f3, 0x7daa, 0x789d, 0x662f, 0x6318, 0x6c41, 0x6976, 0x1689, 0x13be, 0x1ce7, 0x19d0, 0x0762, 0x0255, 0x0d0c, 0x083b, 0x355f, 0x3068, 0x3f31, 0x3a06, 0x24b4, 0x2183, 0x2eda, 0x2bed};
#define FORMAT_BITS_RAW ((EC_LEVEL << 3) | MASK_TYPE) #define FORMAT_BITS_RAW ((EC_LEVEL << 3) | MASK_TYPE)
@ -49,7 +56,6 @@ CGPROGRAM
#define BLACK 0 #define BLACK 0
#define PINK float3(1, .3, .5) #define PINK float3(1, .3, .5)
#define BLUE float3(0, .4, .7) #define BLUE float3(0, .4, .7)
#define CYAN float3(0,1,1)
float3 finder_pattern(uint x, uint y) { float3 finder_pattern(uint x, uint y) {
if (x < 6 && x > 0 && y < 6 && y > 0) return !(x < 5 && x > 1 && y < 5 && y > 1); if (x < 6 && x > 0 && y < 6 && y > 0) return !(x < 5 && x > 1 && y < 5 && y > 1);
@ -57,11 +63,13 @@ CGPROGRAM
} }
float3 main (float2 uv){ float3 main (float2 uv){
// hell_o wo_rld!
const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421}; const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421};
const uint data_len = 12;
uv.y = 1 - uv.y; uv.y = 1 - uv.y;
uv = uv * 1.5 - 0.25; uv = uv * 1.5 - 0.25;
// Quiet zone // Quiet zone
if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1) return 1; if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1) return 2;
uint px = uv.x * PIXEL_WIDTH; uint px = uv.x * PIXEL_WIDTH;
uint py = uv.y * PIXEL_WIDTH; uint py = uv.y * PIXEL_WIDTH;
@ -129,18 +137,56 @@ CGPROGRAM
} }
if (px < 9) bit_index -= 16; // rightmost tiny column if (px < 9) bit_index -= 16; // rightmost tiny column
// debugging worm // data
uint worm = abs(TIME % BIT_COUNT - bit_index); uint bit = 0;
const uint length = 4; if (bit_index < 4){
if (worm < length) return CYAN * (worm/(float)length); bit = (ECI_MODE >> (3-bit_index))&1;
return (float)(bit_index%BIT_COUNT)/(float)BIT_COUNT; } else if (bit_index < 12) {
bit = (data_len >> (7 - (bit_index - 4))) & 1;
} else if (bit_index < data_len*8 + 12){
uint data_bit_index = bit_index - 12;
bit = ((data[data_bit_index/32] >> (31-(data_bit_index % 32))) & 1);
}
// return lerp(BLUE, PINK, column / (WIDTH/2.)); // mask
return lerp(BLUE, PINK, (px+py)&1); uint mask;
// return float3((px%5)/5., (px/10+py/10)&1, (py%5)/5.); switch (_Mask){
// return float3((px/8 + py/8) & 1, (px/2 + py/2) & 1, (px/4 + py/4) & 1, 1); case 0:
// return direction_up; mask = (px+py) % 2 == 0;
return 0.5; break;
case 1:
mask = py % 2 == 0;
break;
case 2:
mask = px % 3 == 0;
break;
case 3:
mask = (px+py) % 3 == 0;
break;
case 4:
mask = (py/2 + px/3) % 2 == 0;
break;
case 5:
mask = (py*px)%2 + (px*py)%3 == 0;
break;
case 6:
mask = ((py*px)%2 + (px*py)%3) % 2 == 0;
break;
case 7:
mask = ((py+px)%2 + (px*py)%3) % 2 == 0;
break;
}
if (!_DisableMask) {
bit ^= mask;
}
return !bit;
// // bit index debugging worm
// uint worm = abs(TIME % BIT_COUNT - bit_index);
// const uint length = 4;
// if (worm < length) return BLUE * (worm/(float)length);
// return (float)(bit_index%BIT_COUNT)/(float)BIT_COUNT;
} }
void s (Input IN, inout SurfaceOutputStandard o) { o.Albedo = main(IN.uv_); } void s (Input IN, inout SurfaceOutputStandard o) { o.Albedo = main(IN.uv_); }