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1
Question by salem · Jun 06, 2013 at 07:56 AM · shaderbugshaderlabunity4noise

Why does fmod(x,1.0) not work in Unity4, but fmod(x,1.0001) does?

This is an interesting one... I've found that the shaderlab code below doesn't work in Unity4 (it did in 3.5!). I believe I've traced it to the fmod call inside my cellDist function.

This works:

 uWrapped = fmod(1.0+uNeighbor, 1.0001);

This doesn't:

 uWrapped = fmod(1.0+uNeighbor, 1.0);

Any ideas why? If I just do a straight-up fmod of, say, IN.worldPos.y with 1.0, everything works properly.. so what's weird about the call I'm doing? Unity doesn't give any helpful errors on compilation. I don't like fudging my fmod, it quickly introduces precision errors in the shader as you move away from the origin.

Here's the whole shader:

 Shader "Custom/VoronoiShader" {
     Properties {
         _UColor("U Color", Color) = (0,0,0,1)
         _VColor("V Color", Color) = (1,1,1,1)
         _Frequency("Frequency", Range(1,100)) = 4
         _Offset("Offset", Range(-100,100)) = 0
         _ScaleU("ScaleU", Range(.001,1)) = 1
         _ScaleV("ScaleV", Range(.001,1)) = 1
         _Amp ("Amp", Range(0,1)) = 1
         _Freq ("Freq", Range(0,25)) = 2
         _Speed ("Speed", Range(0,25)) = 25
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
         #pragma target 3.0
                         
         struct Input
         {
             float3 worldNormal;
             float3 worldPos;
         };
 
         float4 _UColor;
         float4 _VColor;
         float _Frequency;
         float _Offset;
         float _ScaleU;
         float _ScaleV;
         float _Amp;
         float _Freq;
         float _Speed;
         
         float quantize(float u)
         {
             float regionSize = 1.0/_Frequency;
             int quant = (int)(u/regionSize);
             return (float)(quant*regionSize);
         }
         
         half4 cellDist(float u, float v)
         {
             float minDist = 3.0;
             float secMinDist = 3.0;
             float uNeighbor, vNeighbor, uWrapped, vWrapped, randomU, randomV, dist; 
             
             for(int uOffset = -1; uOffset <= 1; uOffset++)
             {
                 for(int vOffset = -1; vOffset <= 1; vOffset++)
                 {
                     uNeighbor = quantize(u)+uOffset/_Frequency;
                     vNeighbor = quantize(v)+vOffset/_Frequency;
                     
                     //hack to get around potential fmod(x,1.0) bug?
                     uWrapped = fmod(1.0+uNeighbor, 1.0001);
                     vWrapped = fmod(1.0+vNeighbor, 1.0001); 
                     
                     randomU = uNeighbor + .5/_Frequency * sin(_Time*_Speed) * _Amp*(cos(3.1415*uWrapped*_Freq+_Time*_Speed)*sin(3.1415*vWrapped*_Freq+_Time*_Speed));
                     randomV = vNeighbor + .5/_Frequency * cos(_Time*_Speed) * _Amp*(cos(3.1415*vWrapped*_Freq+_Time*_Speed)*sin(3.1415*uWrapped*_Freq+_Time*_Speed));
                     
                     dist = sqrt(pow(randomU-u,2) + pow(randomV-v,2));
                     
                     if(dist < secMinDist)
                     {
                         if(dist < minDist)
                         {
                             secMinDist = minDist;
                             minDist = dist;
                         }
                         else
                         {
                             secMinDist = dist;
                         }
                     }
                 }
             }
             half4 c = _UColor + ((_VColor-_UColor) * (minDist)) * _Frequency;
             return c; 
         }
         
         void surf (Input IN, inout SurfaceOutput o)
         {
             float u = IN.worldPos.x * _ScaleU;
             float v = IN.worldPos.z * _ScaleV;
             half4 voronoi = cellDist(u,v);
             o.Albedo = voronoi.rgb;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
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avatar image Voxel-Busters · Jun 29, 2016 at 03:21 PM 0
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Did you find any solution for this?

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