Rasagar/Library/PackageCache/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Billow.hlsl

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//////////////////////////////////////////////////////////////////////////
//
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
//
//////////////////////////////////////////////////////////////////////////
#ifndef UNITY_TERRAIN_TOOL_NOISE_FbmBillow_INC
#define UNITY_TERRAIN_TOOL_NOISE_FbmBillow_INC
/*=========================================================================
Includes
=========================================================================*/
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Implementation/BillowImpl.hlsl"
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
#ifndef FBMFRACTALINPUT_DEF // [ FBMFRACTALINPUT_DEF
#define FBMFRACTALINPUT_DEF
struct FbmFractalInput
{
float octaves;
float amplitude;
float persistence;
float frequency;
float lacunarity;
float warpIterations;
float warpStrength;
float4 warpOffsets;
};
FbmFractalInput GetDefaultFbmFractalInput()
{
FbmFractalInput ret;
ret.octaves = 8;
ret.amplitude = 0.5;
ret.persistence = 0.5;
ret.frequency = 1;
ret.lacunarity = 2;
ret.warpIterations = 0;
ret.warpStrength = 0.5;
ret.warpOffsets = float4(2.5, 1.4, 3.2, 2.7);
return ret;
}
float _FbmOctaves;
float _FbmAmplitude;
float _FbmPersistence;
float _FbmFrequency;
float _FbmLacunarity;
float _FbmWarpIterations;
float _FbmWarpStrength;
float4 _FbmWarpOffsets;
FbmFractalInput GetFbmFractalInput()
{
FbmFractalInput ret;
ret.octaves = _FbmOctaves;
ret.amplitude = _FbmAmplitude;
ret.persistence = _FbmPersistence;
ret.frequency = _FbmFrequency;
ret.lacunarity = _FbmLacunarity;
ret.warpIterations = _FbmWarpIterations;
ret.warpStrength = _FbmWarpStrength;
ret.warpOffsets = _FbmWarpOffsets;
return ret;
}
#endif // ] FBMFRACTALINPUT_DEF
/*=========================================================================
Fractal Functions
=========================================================================*/
float noise_FbmBillow_Raw( float pos, FbmFractalInput fractalInput )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_Billow( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_FbmBillow_Raw( float2 pos, FbmFractalInput fractalInput )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_Billow( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_FbmBillow_Raw( float3 pos, FbmFractalInput fractalInput )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_Billow( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_FbmBillow_Raw( float4 pos, FbmFractalInput fractalInput )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_Billow( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
/*=========================================================================
FbmBillow Noise Functions - Fractal, Warped
=========================================================================*/
float noise_FbmBillow( float pos, FbmFractalInput fractalInput )
{
if(fractalInput.warpIterations > 0)
{
float prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float q = noise_FbmBillow_Raw( pos + fractalInput.warpOffsets.x, fractalInput );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_FbmBillow_Raw( pos, fractalInput );
return f;
}
float noise_FbmBillow( float2 pos, FbmFractalInput fractalInput )
{
if(fractalInput.warpIterations > 0)
{
float2 prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float2 q = float2( noise_FbmBillow_Raw( pos, fractalInput ),
noise_FbmBillow_Raw( pos + fractalInput.warpOffsets.xy, fractalInput ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_FbmBillow_Raw( pos, fractalInput );
return f;
}
float noise_FbmBillow( float3 pos, FbmFractalInput fractalInput )
{
if(fractalInput.warpIterations > 0)
{
float3 prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float3 q = float3( noise_FbmBillow_Raw( pos.xyz, fractalInput ),
noise_FbmBillow_Raw( pos.xyz + fractalInput.warpOffsets.xyz, fractalInput ),
noise_FbmBillow_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), fractalInput ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_FbmBillow_Raw( pos, fractalInput );
return f;
}
float noise_FbmBillow( float4 pos, FbmFractalInput fractalInput )
{
float f = noise_FbmBillow_Raw( pos, fractalInput );
return f;
}
#endif // UNITY_TERRAIN_TOOL_NOISE_FbmBillow_INC