144 lines
4.2 KiB
HLSL
144 lines
4.2 KiB
HLSL
#ifndef UNITY_NOISE_VALUE_INC // [ UNITY_NOISE_VALUE_INC
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#define UNITY_NOISE_VALUE_INC
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/*=========================================================================
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VALUE NOISE
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=========================================================================*/
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/*=========================================================================
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Includes
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=========================================================================*/
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#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
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/*=========================================================================
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1D Noise
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=========================================================================*/
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float get_noise_Value( float p )
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{
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float i = floor( p );
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float f = frac( p );
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float u = quintic( f );
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/*=====================================================================
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a(0) b(1)
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_____________
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x-axis
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=====================================================================*/
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float a = hash( i + 0.0 );
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float b = hash( i + 1.0 );
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return remap( lerp( a, b, u ).xxxx, -1, 1, 0, 1 ).x;
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}
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/*=========================================================================
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2D Noise
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=========================================================================*/
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float get_noise_Value( float2 p )
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{
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float2 i = floor( p );
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float2 f = frac( p );
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float2 u = quintic( f );
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/*=====================================================================
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c(0,1) d(1,1)
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_____________
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|____________|
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a(0,0) b(1,0)
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=====================================================================*/
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float2 a = hash( i + float2( 0.0, 0.0 ) );
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float2 b = hash( i + float2( 1.0, 0.0 ) );
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float2 c = hash( i + float2( 0.0, 1.0 ) );
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float2 d = hash( i + float2( 1.0, 1.0 ) );
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float t1 = lerp( a, b, u.x ); // lerp along bottom edge of cell
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float t2 = lerp( c, d, u.x ); // lerp along top edge of cell
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return remap( lerp( t1, t2, u.y ).xxxx, -1, 1, 0, 1 ).x;
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}
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/*=========================================================================
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3D Noise
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=========================================================================*/
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float get_noise_Value( float3 p )
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{
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float3 i = floor( p );
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float3 f = frac( p );
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float3 u = quintic( f );
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/*=====================================================================
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c2(0,1,1) d2(1,1,1)
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______________
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/| /|
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c1(0,1,0) / |d1(1,1,0) / |
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/____|________/ |
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| |_ _ _ _|_ _ _|
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| / aa(0,0,1) / b2(1,0,1)
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| / | /
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|____________|/
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a1(0,0,0) b1(1,0,0)
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=====================================================================*/
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float3 a1 = hash( i + float3( 0.0, 0.0, 0.0 ) );
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float3 b1 = hash( i + float3( 1.0, 0.0, 0.0 ) );
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float3 c1 = hash( i + float3( 0.0, 1.0, 0.0 ) );
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float3 d1 = hash( i + float3( 1.0, 1.0, 0.0 ) );
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float3 a2 = hash( i + float3( 0.0, 0.0, 1.0 ) );
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float3 b2 = hash( i + float3( 1.0, 0.0, 1.0 ) );
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float3 c2 = hash( i + float3( 0.0, 1.0, 1.0 ) );
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float3 d2 = hash( i + float3( 1.0, 1.0, 1.0 ) );
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float t1 = lerp( lerp( a1, b1, u.x ), // lerp along bottom edge of cell
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lerp( c1, d1, u.x ), // lerp along top edge of cell
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u.y ); // lerp between top and bottom edges
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float t2 = lerp( lerp( a2, b2, u.x ), // lerp along bottom edge of cell
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lerp( c2, d2, u.x ), // lerp along top edge of cell
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u.y ); // lerp between top and bottom edges
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return remap( lerp( t1, t2, u.z ).xxxx, -1, 1, 0, 1 ).x;
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}
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/*=========================================================================
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4D Noise
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=========================================================================*/
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float get_noise_Value( float4 p )
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{
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return 0;
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}
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#endif // ] UNITY_NOISE_VALUE_INC |