////////////////////////////////////////////////////////////////////////// // // 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_FbmRidge_INC #define UNITY_TERRAIN_TOOL_NOISE_FbmRidge_INC /*========================================================================= Includes =========================================================================*/ #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Implementation/RidgeImpl.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_FbmRidge_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_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_FbmRidge_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_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_FbmRidge_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_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_FbmRidge_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_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } /*========================================================================= FbmRidge Noise Functions - Fractal, Warped =========================================================================*/ float noise_FbmRidge( 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_FbmRidge_Raw( pos + fractalInput.warpOffsets.x, fractalInput ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac(fractalInput.warpIterations)); } float f = noise_FbmRidge_Raw( pos, fractalInput ); return f; } float noise_FbmRidge( 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_FbmRidge_Raw( pos, fractalInput ), noise_FbmRidge_Raw( pos + fractalInput.warpOffsets.xy, fractalInput ) ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac(fractalInput.warpIterations)); } float f = noise_FbmRidge_Raw( pos, fractalInput ); return f; } float noise_FbmRidge( 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_FbmRidge_Raw( pos.xyz, fractalInput ), noise_FbmRidge_Raw( pos.xyz + fractalInput.warpOffsets.xyz, fractalInput ), noise_FbmRidge_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_FbmRidge_Raw( pos, fractalInput ); return f; } float noise_FbmRidge( float4 pos, FbmFractalInput fractalInput ) { float f = noise_FbmRidge_Raw( pos, fractalInput ); return f; } #endif // UNITY_TERRAIN_TOOL_NOISE_FbmRidge_INC