#ifndef UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC #define UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC /*========================================================================= Includes =========================================================================*/ ${Includes} ${FractalDataDefinitions} /*========================================================================= Fractal Functions =========================================================================*/ float noise_${VariantName}_Raw( float pos, ${FunctionParams} ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_${VariantName}_Raw( float2 pos, ${FunctionParams} ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_${VariantName}_Raw( float3 pos, ${FunctionParams} ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_${VariantName}_Raw( float4 pos, ${FunctionParams} ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } /*========================================================================= ${VariantName} Noise Functions - Fractal, Warped =========================================================================*/ float noise_${VariantName}( float pos, ${FunctionParams} ) { if(fractalInput.warpIterations > 0) { float prev = 0; float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations))); // do warping for ( float i = 0; i < warpIterations; ++i ) { float q = noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.x, ${FunctionInputs} ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac(fractalInput.warpIterations)); } float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); return f; } float noise_${VariantName}( float2 pos, ${FunctionParams} ) { if(fractalInput.warpIterations > 0) { float2 prev = 0; float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations))); // do warping for ( float i = 0; i < warpIterations; ++i ) { float2 q = float2( noise_${VariantName}_Raw( pos, ${FunctionInputs} ), noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.xy, ${FunctionInputs} ) ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac(fractalInput.warpIterations)); } float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); return f; } float noise_${VariantName}( float3 pos, ${FunctionParams} ) { if(fractalInput.warpIterations > 0) { float3 prev = 0; float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations))); // do warping for ( float i = 0; i < warpIterations; ++i ) { float3 q = float3( noise_${VariantName}_Raw( pos.xyz, ${FunctionInputs} ), noise_${VariantName}_Raw( pos.xyz + fractalInput.warpOffsets.xyz, ${FunctionInputs} ), noise_${VariantName}_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), ${FunctionInputs} ) ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac(fractalInput.warpIterations)); } float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); return f; } float noise_${VariantName}( float4 pos, ${FunctionParams} ) { float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); return f; } #endif // UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC