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3 changed files with 57 additions and 21 deletions

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@ -77,7 +77,9 @@ Material:
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _TimeSlider: 0
- _UVSec: 0 - _UVSec: 0
- _Version: 1
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}

View file

@ -1,8 +1,9 @@
Shader "CrispyPin/QRCode" { Shader "CrispyPin/QRCode" {
Properties { Properties {
[HideInInspector] [HideInInspector]
_("",2D)="" _("",2D)=""{}
_Version("Version", Integer) = 1 _Version("Version", Range(1, 40)) = 1
_TimeSlider("Time", Range(0, 250)) = 0
} }
SubShader { SubShader {
Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" }
@ -11,13 +12,19 @@ CGPROGRAM
#pragma surface s Standard #pragma surface s Standard
struct Input{float2 uv_;}; struct Input{float2 uv_;};
uint _Version; uint _Version;
float _TimeSlider;
#define VERSION _Version #define VERSION _Version
#define WIDTH (17 + VERSION * 4) #define WIDTH (17 + VERSION * 4)
#define PIXEL_WIDTH WIDTH
// #define PIXEL_WIDTH 177
#define ALIGNERS ((VERSION / 7) + 2) #define ALIGNERS ((VERSION / 7) + 2)
#define ALIGNER_SPACING_IDEAL ((WIDTH - 13) / (ALIGNERS-1)) #define ALIGNER_SPACING_IDEAL ((WIDTH - 13) / (ALIGNERS-1))
#define ALIGNER_SPACING (ALIGNER_SPACING_IDEAL + ALIGNER_SPACING_IDEAL % 2) #define ALIGNER_SPACING (ALIGNER_SPACING_IDEAL + ALIGNER_SPACING_IDEAL % 2)
#define MISALIGNMENT ((WIDTH - 13) - ALIGNER_SPACING * ALIGNERS) #define MISALIGNMENT ((WIDTH - 13) - ALIGNER_SPACING * ALIGNERS)
#define BIT_COUNT (WIDTH * WIDTH - 225 - (WIDTH - 17)*2)
#define TIME (_Time.y*24)
// #define TIME (uint)(_TimeSlider)
#define EC_LEVEL_L 1 #define EC_LEVEL_L 1
#define EC_LEVEL_M 0 #define EC_LEVEL_M 0
@ -40,24 +47,24 @@ CGPROGRAM
#define WHITE 1 #define WHITE 1
#define BLACK 0 #define BLACK 0
#define PINK float4(1, .3, .5, 1) #define PINK float3(1, .3, .5)
#define BLUE float4(0, .4, .7, 1) #define BLUE float3(0, .4, .7)
#define CYAN float3(0,1,1)
float4 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);
return (x > 6 || y > 6); return (x > 6 || y > 6);
} }
float4 main (float2 uv){ float3 main (float2 uv){
const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421}; const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421};
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 1;
uint px = uv.x * WIDTH; uint px = uv.x * PIXEL_WIDTH;
uint py = uv.y * WIDTH; uint py = uv.y * PIXEL_WIDTH;
// Finder patterns // Finder patterns
if (px < 8 && py < 8) return finder_pattern(px, py); if (px < 8 && py < 8) return finder_pattern(px, py);
@ -77,14 +84,14 @@ CGPROGRAM
&& (px < WIDTH - 13 || py > 12) // top right && (px < WIDTH - 13 || py > 12) // top right
&& (py < WIDTH - 13 || px > 12) // bottom left && (py < WIDTH - 13 || px > 12) // bottom left
) { ) {
uint x = px + ALIGNER_SPACING - 4 - MISALIGNMENT; uint x = px + ALIGNER_SPACING - 4;
uint y = py + ALIGNER_SPACING - 4 - MISALIGNMENT; uint y = py + ALIGNER_SPACING - 4;
if (px < 15) x += MISALIGNMENT; if (px > 12) x -= MISALIGNMENT;
if (py < 15) y += MISALIGNMENT; if (py > 12) y -= MISALIGNMENT;
uint ax = x % ALIGNER_SPACING; x %= ALIGNER_SPACING;
uint ay = y % ALIGNER_SPACING; y %= ALIGNER_SPACING;
if (ax < 5 && ay < 5) { if (x < 5 && y < 5) {
return (ax < 4 && ax > 0 && ay < 4 && ay > 0 && !(ax == 2 && ay == 2)); return (x < 4 && x > 0 && y < 4 && y > 0 && !(x == 2 && y == 2));
} }
} }
@ -100,11 +107,38 @@ CGPROGRAM
// bottom // bottom
if (px == 8 && py > WIDTH - 8) return (FORMAT_BITS & (1 << py + 15 - WIDTH)) == 0; if (px == 8 && py > WIDTH - 8) return (FORMAT_BITS & (1 << py + 15 - WIDTH)) == 0;
uint column = (WIDTH - px - (px > 6))/2; // data bit layout
uint direction_up = column & 1; uint column = (WIDTH - px - (px < 6)-1)/2;
uint direction_up = column % 2 == 0;
uint full_columns = column > 4 ? column - 4 : 0;
full_columns = min(full_columns, VERSION*2);
// the 4 columns under the right finder
uint short_columns = min(column, 4);
// between the left two finder patterns
uint tiny_columns = column > (VERSION*2 + 4) ? column - (VERSION*2 + 4) : 0;
uint bit_index = full_columns * (WIDTH - 1) * 2;
bit_index += short_columns * (WIDTH - 9) * 2;
bit_index += tiny_columns * (WIDTH - 17) * 2;
bit_index += (px + (px < 6)) % 2;
if (direction_up) {
bit_index += (WIDTH - py - 1 - (py < 7)) * 2;
} else {// direction down
const uint diff = (full_columns == 0) ? 9 : (py > 6);
bit_index += (py - diff)*2;
}
if (px < 9) bit_index -= 16; // rightmost tiny column
// debugging worm
uint worm = abs(TIME % BIT_COUNT - bit_index);
const uint length = 4;
if (worm < length) return CYAN * (worm/(float)length);
return (float)(bit_index%BIT_COUNT)/(float)BIT_COUNT;
// return lerp(BLUE, PINK, column / (WIDTH/2.)); // return lerp(BLUE, PINK, column / (WIDTH/2.));
return lerp(BLUE, PINK, (px+py)&1); return lerp(BLUE, PINK, (px+py)&1);
// return float4((px/8 + py/8) & 1, (px/2 + py/2) & 1, (px/4 + py/4) & 1, 1); // return float3((px%5)/5., (px/10+py/10)&1, (py%5)/5.);
// return float3((px/8 + py/8) & 1, (px/2 + py/2) & 1, (px/4 + py/4) & 1, 1);
// return direction_up; // return direction_up;
return 0.5; return 0.5;
} }

View file

@ -1360,7 +1360,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1500710831} m_GameObject: {fileID: 1500710831}
m_LocalRotation: {x: 0, y: 1, z: 0, w: 0} m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
m_LocalPosition: {x: 0, y: 0.45, z: 1} m_LocalPosition: {x: 0, y: 1, z: 1}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []