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normalization +* text=auto diff --git a/Assets/Noisy-Nodes-master/LICENSE b/Assets/Noisy-Nodes-master/LICENSE new file mode 100644 index 0000000..5a8e332 --- /dev/null +++ b/Assets/Noisy-Nodes-master/LICENSE @@ -0,0 +1,14 @@ + DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE + Version 2, December 2004 + + Copyright (C) 2004 Sam Hocevar + + Everyone is permitted to copy and distribute verbatim or modified + copies of this license document, and changing it is allowed as long + as the name is changed. + + DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. You just DO WHAT THE FUCK YOU WANT TO. + diff --git a/Assets/Noisy-Nodes-master/LICENSE.meta b/Assets/Noisy-Nodes-master/LICENSE.meta new file mode 100644 index 0000000..074cbc8 --- /dev/null +++ b/Assets/Noisy-Nodes-master/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fc10c19d73992eb40b610e8f9811f3e2 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader.meta b/Assets/Noisy-Nodes-master/NoiseShader.meta new file mode 100644 index 0000000..e0b0e31 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a23c89b6f98c80e47a02945676401fe9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL.meta new file mode 100644 index 0000000..d457840 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3e90a316f9592fc4b894c06eb3b38ce6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl new file mode 100644 index 0000000..1ba389c --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl @@ -0,0 +1,117 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// + +// +// The original shader was created by KdotJPG and released into the public +// domain (Unlicense). Refer to the following GitHub repository for the details +// of the original work. +// +// https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise +// + +#ifndef _INCLUDE_BCCNOSIE4_HLSL_ +#define _INCLUDE_BCCNOSIE4_HLSL_ + +/////////////// K.jpg's Simplex-like Re-oriented 4-Point BCC Noise /////////////// +//////////////////// Output: float4(dF/dx, dF/dy, dF/dz, value) //////////////////// + +float4 bcc4_mod(float4 x, float4 y) { return x - y * floor(x / y); } + +// Inspired by Stefan Gustavson's noise +float4 bcc4_permute(float4 t) { + return t * (t * 34.0 + 133.0); +} + +// Gradient set is a normalized expanded rhombic dodecahedron +float3 bcc4_grad(float hash) { + + // Random vertex of a cube, +/- 1 each + float3 cube = frac(floor(hash / float3(1, 2, 4)) * 0.5) * 4 - 1; + + // Random edge of the three edges connected to that vertex + // Also a cuboctahedral vertex + // And corresponds to the face of its dual, the rhombic dodecahedron + float3 cuboct = cube; + cuboct *= int3(0, 1, 2) != (int)(hash / 16); + + // In a funky way, pick one of the four points on the rhombic face + float type = frac(floor(hash / 8) * 0.5) * 2; + float3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct)); + + // Expand it so that the new edges are the same length + // as the existing ones + float3 grad = cuboct * 1.22474487139 + rhomb; + + // To make all gradients the same length, we only need to shorten the + // second type of vector. We also put in the whole noise scale constant. + // The compiler should reduce it into the existing floats. I think. + grad *= (1.0 - 0.042942436724648037 * type) * 32.80201376986577; + + return grad; +} + +// BCC lattice split up into 2 cube lattices +float4 Bcc4NoiseBase(float3 X) { + + // First half-lattice, closest edge + float3 v1 = round(X); + float3 d1 = X - v1; + float3 score1 = abs(d1); + float3 dir1 = max(score1.yzx, score1.zxy) < score1; + float3 v2 = v1 + dir1 * (d1 < 0 ? -1 : 1); + float3 d2 = X - v2; + + // Second half-lattice, closest edge + float3 X2 = X + 144.5; + float3 v3 = round(X2); + float3 d3 = X2 - v3; + float3 score2 = abs(d3); + float3 dir2 = max(score2.yzx, score2.zxy) < score2; + float3 v4 = v3 + dir2 * (d3 < 0 ? -1 : 1); + float3 d4 = X2 - v4; + + // Gradient hashes for the four points, two from each half-lattice + float4 hashes = bcc4_permute(bcc4_mod(float4(v1.x, v2.x, v3.x, v4.x), 289.0)); + hashes = bcc4_permute(bcc4_mod(hashes + float4(v1.y, v2.y, v3.y, v4.y), 289.0)); + hashes = bcc4_mod(bcc4_permute(bcc4_mod(hashes + float4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0); + + // Gradient extrapolations & kernel function + float4 a = max(0.5 - float4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0); + float4 aa = a * a; float4 aaaa = aa * aa; + float3 g1 = bcc4_grad(hashes.x); float3 g2 = bcc4_grad(hashes.y); + float3 g3 = bcc4_grad(hashes.z); float3 g4 = bcc4_grad(hashes.w); + float4 extrapolations = float4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4)); + + // Derivatives of the noise + float3 derivative = -8.0 * mul(aa * a * extrapolations, float4x3(d1, d2, d3, d4)) + + mul(aaaa, float4x3(g1, g2, g3, g4)); + + // Return it all as a float4 + return float4(derivative, dot(aaaa, extrapolations)); +} + +// Use this if you don't want Z to look different from X and Y +float4 Bcc4NoiseClassic(float3 X) { + + // Rotate around the main diagonal. Not a skew transform. + float4 result = Bcc4NoiseBase(dot(X, 2.0/3.0) - X); + return float4(dot(result.xyz, 2.0/3.0) - result.xyz, result.w); +} + +// Use this if you want to show X and Y in a plane, and use Z for time, etc. +float4 Bcc4NoisePlaneFirst(float3 X) { + + // Rotate so Z points down the main diagonal. Not a skew transform. + float3x3 orthonormalMap = float3x3( + 0.788675134594813, -0.211324865405187, -0.577350269189626, + -0.211324865405187, 0.788675134594813, -0.577350269189626, + 0.577350269189626, 0.577350269189626, 0.577350269189626); + + float4 result = Bcc4NoiseBase(mul(X, orthonormalMap)); + return float4(mul(orthonormalMap, result.xyz), result.w); +} + +//////////////////////////////// End noise code //////////////////////////////// + +#endif diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl.meta new file mode 100644 index 0000000..e7a94c8 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise4.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dcc7068597d092d47aeb35345c7bddb1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl new file mode 100644 index 0000000..4784bee --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl @@ -0,0 +1,114 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// + +// +// The original shader was created by KdotJPG and released into the public +// domain (Unlicense). Refer to the following GitHub repository for the details +// of the original work. +// +// https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise +// + +#ifndef _INCLUDE_BCCNOSIE8_HLSL_ +#define _INCLUDE_BCCNOSIE8_HLSL_ + +////////////////// K.jpg's Smooth Re-oriented 8-Point BCC Noise ////////////////// +//////////////////// Output: float4(dF/dx, dF/dy, dF/dz, value) //////////////////// + +float4 bcc8_mod(float4 x, float4 y) { return x - y * floor(x / y); } + +// Borrowed from Stefan Gustavson's noise code +float4 bcc8_permute(float4 t) { + return t * (t * 34.0 + 133.0); +} + +// Gradient set is a normalized expanded rhombic dodecahedron +float3 bcc8_grad(float hash) { + + // Random vertex of a cube, +/- 1 each + float3 cube = frac(floor(hash / float3(1, 2, 4)) * 0.5) * 4 - 1; + + // Random edge of the three edges connected to that vertex + // Also a cuboctahedral vertex + // And corresponds to the face of its dual, the rhombic dodecahedron + float3 cuboct = cube; + cuboct *= int3(0, 1, 2) != (int)(hash / 16); + + // In a funky way, pick one of the four points on the rhombic face + float type = frac(floor(hash / 8) * 0.5) * 2; + float3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct)); + + // Expand it so that the new edges are the same length + // as the existing ones + float3 grad = cuboct * 1.22474487139 + rhomb; + + // To make all gradients the same length, we only need to shorten the + // second type of vector. We also put in the whole noise scale constant. + // The compiler should reduce it into the existing floats. I think. + grad *= (1.0 - 0.042942436724648037 * type) * 3.5946317686139184; + + return grad; +} + +// BCC lattice split up into 2 cube lattices +float4 Bcc8NoiseBase(float3 X) { + float3 b = floor(X); + float4 i4 = float4(X - b, 2.5); + + // Pick between each pair of oppposite corners in the cube. + float3 v1 = b + floor(dot(i4, .25)); + float3 v2 = b + float3(1, 0, 0) + float3(-1, 1, 1) * floor(dot(i4, float4(-.25, .25, .25, .35))); + float3 v3 = b + float3(0, 1, 0) + float3(1, -1, 1) * floor(dot(i4, float4(.25, -.25, .25, .35))); + float3 v4 = b + float3(0, 0, 1) + float3(1, 1, -1) * floor(dot(i4, float4(.25, .25, -.25, .35))); + + // Gradient hashes for the four vertices in this half-lattice. + float4 hashes = bcc8_permute(bcc8_mod(float4(v1.x, v2.x, v3.x, v4.x), 289.0)); + hashes = bcc8_permute(bcc8_mod(hashes + float4(v1.y, v2.y, v3.y, v4.y), 289.0)); + hashes = bcc8_mod(bcc8_permute(bcc8_mod(hashes + float4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0); + + // Gradient extrapolations & kernel function + float3 d1 = X - v1; float3 d2 = X - v2; float3 d3 = X - v3; float3 d4 = X - v4; + float4 a = max(0.75 - float4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0); + float4 aa = a * a; float4 aaaa = aa * aa; + float3 g1 = bcc8_grad(hashes.x); float3 g2 = bcc8_grad(hashes.y); + float3 g3 = bcc8_grad(hashes.z); float3 g4 = bcc8_grad(hashes.w); + float4 extrapolations = float4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4)); + + // Derivatives of the noise + float3 derivative = -8.0 * mul(aa * a * extrapolations, float4x3(d1, d2, d3, d4)) + + mul(aaaa, float4x3(g1, g2, g3, g4)); + + // Return it all as a float4 + return float4(derivative, dot(aaaa, extrapolations)); +} + +// Rotates domain, but preserve shape. Hides grid better in cardinal slices. +// Good for texturing 3D objects with lots of flat parts along cardinal planes. +float4 Bcc8NoiseClassic(float3 X) { + X = dot(X, 2.0/3.0) - X; + + float4 result = Bcc8NoiseBase(X) + Bcc8NoiseBase(X + 144.5); + + return float4(dot(result.xyz, 2.0/3.0) - result.xyz, result.w); +} + +// Gives X and Y a triangular alignment, and lets Z move up the main diagonal. +// Might be good for terrain, or a time varying X/Y plane. Z repeats. +float4 Bcc8NoisePlaneFirst(float3 X) { + + // Not a skew transform. + float3x3 orthonormalMap = float3x3( + 0.788675134594813, -0.211324865405187, -0.577350269189626, + -0.211324865405187, 0.788675134594813, -0.577350269189626, + 0.577350269189626, 0.577350269189626, 0.577350269189626); + + X = mul(X, orthonormalMap); + float4 result = Bcc8NoiseBase(X) + Bcc8NoiseBase(X + 144.5); + + return float4(mul(orthonormalMap, result.xyz), result.w); +} + +//////////////////////////////// End noise code //////////////////////////////// + +#endif diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl.meta new file mode 100644 index 0000000..bd74b27 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/BCCNoise8.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2515ca635f327c84789f8d4dd47a25a0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl new file mode 100644 index 0000000..0027e29 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl @@ -0,0 +1,123 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// GLSL textureless classic 2D noise "cnoise", +// with an RSL-style periodic variant "pnoise". +// Author: Stefan Gustavson (stefan.gustavson@liu.se) +// Version: 2011-08-22 +// +// Many thanks to Ian McEwan of Ashima Arts for the +// ideas for permutation and gradient selection. +// +// Copyright (c) 2011 Stefan Gustavson. All rights reserved. +// Distributed under the MIT license. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +#include "NoiseUtils.hlsl" + +// Classic Perlin noise +float cnoise(float2 P) +{ + float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); + float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); + Pi = mod289(Pi); // To avoid truncation effects in permutation + float4 ix = Pi.xzxz; + float4 iy = Pi.yyww; + float4 fx = Pf.xzxz; + float4 fy = Pf.yyww; + + float4 i = permute(permute(ix) + iy); + + float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; + float4 gy = abs(gx) - 0.5 ; + float4 tx = floor(gx + 0.5); + gx = gx - tx; + + float2 g00 = float2(gx.x,gy.x); + float2 g10 = float2(gx.y,gy.y); + float2 g01 = float2(gx.z,gy.z); + float2 g11 = float2(gx.w,gy.w); + + float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + float n00 = dot(g00, float2(fx.x, fy.x)); + float n10 = dot(g10, float2(fx.y, fy.y)); + float n01 = dot(g01, float2(fx.z, fy.z)); + float n11 = dot(g11, float2(fx.w, fy.w)); + + float2 fade_xy = fade(Pf.xy); + float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); + float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); + return 2.3 * n_xy; +} + +// Classic Perlin noise, periodic variant +float pnoise(float2 P, float2 rep) +{ + float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); + float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); + Pi = mod(Pi, rep.xyxy); // To create noise with explicit period + Pi = mod289(Pi); // To avoid truncation effects in permutation + float4 ix = Pi.xzxz; + float4 iy = Pi.yyww; + float4 fx = Pf.xzxz; + float4 fy = Pf.yyww; + + float4 i = permute(permute(ix) + iy); + + float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; + float4 gy = abs(gx) - 0.5 ; + float4 tx = floor(gx + 0.5); + gx = gx - tx; + + float2 g00 = float2(gx.x,gy.x); + float2 g10 = float2(gx.y,gy.y); + float2 g01 = float2(gx.z,gy.z); + float2 g11 = float2(gx.w,gy.w); + + float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + float n00 = dot(g00, float2(fx.x, fy.x)); + float n10 = dot(g10, float2(fx.y, fy.y)); + float n01 = dot(g01, float2(fx.z, fy.z)); + float n11 = dot(g11, float2(fx.w, fy.w)); + + float2 fade_xy = fade(Pf.xy); + float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); + float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); + return 2.3 * n_xy; +} + + + +// BEGIN JIMMY'S MODIFICATIONS + +void PerlinNoise2D_float(float2 input, out float Out) +{ + Out = cnoise(input); +} + +void PerlinNoise2DPeriodic_float(float2 input, float2 period, out float Out) +{ + Out = pnoise(input, period); +} + +// END JIMMY'S MODIFICATIONS diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl.meta new file mode 100644 index 0000000..4db2f01 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 27be27981479af945a6967f1b23574f8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl new file mode 100644 index 0000000..9f720db --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl @@ -0,0 +1,183 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// GLSL textureless classic 3D noise "cnoise", +// with an RSL-style periodic variant "pnoise". +// Author: Stefan Gustavson (stefan.gustavson@liu.se) +// Version: 2011-10-11 +// +// Many thanks to Ian McEwan of Ashima Arts for the +// ideas for permutation and gradient selection. +// +// Copyright (c) 2011 Stefan Gustavson. All rights reserved. +// Distributed under the MIT license. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +#include "NoiseUtils.hlsl" + +// Classic Perlin noise +float cnoise(float3 P) +{ + float3 Pi0 = floor(P); // Integer part for indexing + float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1 + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + float3 Pf0 = frac(P); // Fractional part for interpolation + float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 + float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + float4 iz0 = (float4)Pi0.z; + float4 iz1 = (float4)Pi1.z; + + float4 ixy = permute(permute(ix) + iy); + float4 ixy0 = permute(ixy + iz0); + float4 ixy1 = permute(ixy + iz1); + + float4 gx0 = ixy0 / 7.0; + float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; + gx0 = frac(gx0); + float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); + float4 sz0 = step(gz0, (float4)0.0); + gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); + gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); + + float4 gx1 = ixy1 / 7.0; + float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; + gx1 = frac(gx1); + float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); + float4 sz1 = step(gz1, (float4)0.0); + gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); + gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); + + float3 g000 = float3(gx0.x,gy0.x,gz0.x); + float3 g100 = float3(gx0.y,gy0.y,gz0.y); + float3 g010 = float3(gx0.z,gy0.z,gz0.z); + float3 g110 = float3(gx0.w,gy0.w,gz0.w); + float3 g001 = float3(gx1.x,gy1.x,gz1.x); + float3 g101 = float3(gx1.y,gy1.y,gz1.y); + float3 g011 = float3(gx1.z,gy1.z,gz1.z); + float3 g111 = float3(gx1.w,gy1.w,gz1.w); + + float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + + float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); + float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); + float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); + float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); + float n111 = dot(g111, Pf1); + + float3 fade_xyz = fade(Pf0); + float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); + float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +// Classic Perlin noise, periodic variant +float pnoise(float3 P, float3 rep) +{ + float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period + float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + float3 Pf0 = frac(P); // Fractional part for interpolation + float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 + float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + float4 iz0 = (float4)Pi0.z; + float4 iz1 = (float4)Pi1.z; + + float4 ixy = permute(permute(ix) + iy); + float4 ixy0 = permute(ixy + iz0); + float4 ixy1 = permute(ixy + iz1); + + float4 gx0 = ixy0 / 7.0; + float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; + gx0 = frac(gx0); + float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); + float4 sz0 = step(gz0, (float4)0.0); + gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); + gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); + + float4 gx1 = ixy1 / 7.0; + float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; + gx1 = frac(gx1); + float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); + float4 sz1 = step(gz1, (float4)0.0); + gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); + gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); + + float3 g000 = float3(gx0.x,gy0.x,gz0.x); + float3 g100 = float3(gx0.y,gy0.y,gz0.y); + float3 g010 = float3(gx0.z,gy0.z,gz0.z); + float3 g110 = float3(gx0.w,gy0.w,gz0.w); + float3 g001 = float3(gx1.x,gy1.x,gz1.x); + float3 g101 = float3(gx1.y,gy1.y,gz1.y); + float3 g011 = float3(gx1.z,gy1.z,gz1.z); + float3 g111 = float3(gx1.w,gy1.w,gz1.w); + + float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); + float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); + float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); + float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); + float n111 = dot(g111, Pf1); + + float3 fade_xyz = fade(Pf0); + float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); + float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + + + +// BEGIN JIMMY'S MODIFICATIONS + +void PerlinNoise3D_float(float3 input, out float Out) +{ + Out = cnoise(input); +} + +void PerlinNoise3DPeriodic_float(float3 input, float3 period, out float Out) +{ + Out = pnoise(input, period); +} + +// END JIMMY'S MODIFICATIONS diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl.meta new file mode 100644 index 0000000..2ddd6cd --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/ClassicNoise3D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ecc0749a90a1b1c4cb335134906003ce +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl new file mode 100644 index 0000000..d8ad840 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl @@ -0,0 +1,130 @@ +#ifndef _INCLUDE_NOISEUTILS_ +#define _INCLUDE_NOISEUTILS_ + + +float4 mod(float4 x, float4 y) +{ + return x - y * floor(x / y); +} + +float3 mod(float3 x, float3 y) +{ + return x - y * floor(x / y); +} + +float2 mod289(float2 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float3 mod289(float3 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 mod289(float4 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 permute(float4 x) +{ + return mod289(((x*34.0)+1.0)*x); +} + +float3 permute(float3 x) +{ + return mod289((x * 34.0 + 1.0) * x); +} + +float4 taylorInvSqrt(float4 r) +{ + return (float4)1.79284291400159 - r * 0.85373472095314; +} + +float3 taylorInvSqrt(float3 r) +{ + return 1.79284291400159 - 0.85373472095314 * r; +} + +float3 fade(float3 t) { + return t*t*t*(t*(t*6.0-15.0)+10.0); +} + +float2 fade(float2 t) { + return t*t*t*(t*(t*6.0-15.0)+10.0); +} + + +float rand3dTo1d(float3 value, float3 dotDir = float3(12.9898, 78.233, 37.719)){ + //make value smaller to avoid artefacts + float3 smallValue = sin(value); + //get scalar value from 3d vector + float random = dot(smallValue, dotDir); + //make value more random by making it bigger and then taking the factional part + random = frac(sin(random) * 143758.5453); + return random; +} + +float rand2dTo1d(float2 value, float2 dotDir = float2(12.9898, 78.233)){ + float2 smallValue = sin(value); + float random = dot(smallValue, dotDir); + random = frac(sin(random) * 143758.5453); + return random; +} + +float rand1dTo1d(float3 value, float mutator = 0.546){ + float random = frac(sin(value.x + mutator) * 143758.5453); + return random; +} + +//to 2d functions + +float2 rand3dTo2d(float3 value){ + return float2( + rand3dTo1d(value, float3(12.989, 78.233, 37.719)), + rand3dTo1d(value, float3(39.346, 11.135, 83.155)) + ); +} + +float2 rand2dTo2d(float2 value){ + return float2( + rand2dTo1d(value, float2(12.989, 78.233)), + rand2dTo1d(value, float2(39.346, 11.135)) + ); +} + +float2 rand1dTo2d(float value){ + return float2( + rand2dTo1d(value, 3.9812), + rand2dTo1d(value, 7.1536) + ); +} + +//to 3d functions + +float3 rand3dTo3d(float3 value){ + return float3( + rand3dTo1d(value, float3(12.989, 78.233, 37.719)), + rand3dTo1d(value, float3(39.346, 11.135, 83.155)), + rand3dTo1d(value, float3(73.156, 52.235, 09.151)) + ); +} + +float3 rand2dTo3d(float2 value){ + return float3( + rand2dTo1d(value, float2(12.989, 78.233)), + rand2dTo1d(value, float2(39.346, 11.135)), + rand2dTo1d(value, float2(73.156, 52.235)) + ); +} + +float3 rand1dTo3d(float value){ + return float3( + rand1dTo1d(value, 3.9812), + rand1dTo1d(value, 7.1536), + rand1dTo1d(value, 5.7241) + ); +} + +#endif \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl.meta new file mode 100644 index 0000000..07298cf --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/NoiseUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 42163234b2afc194bad4d12ed5128fc6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl new file mode 100644 index 0000000..23b59d5 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl @@ -0,0 +1,139 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// Description : Array and textureless GLSL 2D simplex noise function. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : ijm +// Lastmod : 20110822 (ijm) +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the MIT License. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +#include "NoiseUtils.hlsl" + +float snoise(float2 v) +{ + const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 + 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) + -0.577350269189626, // -1.0 + 2.0 * C.x + 0.024390243902439); // 1.0 / 41.0 + // First corner + float2 i = floor(v + dot(v, C.yy)); + float2 x0 = v - i + dot(i, C.xx); + + // Other corners + float2 i1; + i1.x = step(x0.y, x0.x); + i1.y = 1.0 - i1.x; + + // x1 = x0 - i1 + 1.0 * C.xx; + // x2 = x0 - 1.0 + 2.0 * C.xx; + float2 x1 = x0 + C.xx - i1; + float2 x2 = x0 + C.zz; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float3 p = + permute(permute(i.y + float3(0.0, i1.y, 1.0)) + + i.x + float3(0.0, i1.x, 1.0)); + + float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); + m = m * m; + m = m * m; + + // Gradients: 41 points uniformly over a line, mapped onto a diamond. + // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) + float3 x = 2.0 * frac(p * C.www) - 1.0; + float3 h = abs(x) - 0.5; + float3 ox = floor(x + 0.5); + float3 a0 = x - ox; + + // Normalise gradients implicitly by scaling m + m *= taylorInvSqrt(a0 * a0 + h * h); + + // Compute final noise value at P + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.y = a0.y * x1.x + h.y * x1.y; + g.z = a0.z * x2.x + h.z * x2.y; + return 130.0 * dot(m, g); +} + +float3 snoise_grad(float2 v) +{ + const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 + 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) + -0.577350269189626, // -1.0 + 2.0 * C.x + 0.024390243902439); // 1.0 / 41.0 + // First corner + float2 i = floor(v + dot(v, C.yy)); + float2 x0 = v - i + dot(i, C.xx); + + // Other corners + float2 i1; + i1.x = step(x0.y, x0.x); + i1.y = 1.0 - i1.x; + + // x1 = x0 - i1 + 1.0 * C.xx; + // x2 = x0 - 1.0 + 2.0 * C.xx; + float2 x1 = x0 + C.xx - i1; + float2 x2 = x0 + C.zz; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float3 p = + permute(permute(i.y + float3(0.0, i1.y, 1.0)) + + i.x + float3(0.0, i1.x, 1.0)); + + float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); + float3 m2 = m * m; + float3 m3 = m2 * m; + float3 m4 = m2 * m2; + + // Gradients: 41 points uniformly over a line, mapped onto a diamond. + // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) + float3 x = 2.0 * frac(p * C.www) - 1.0; + float3 h = abs(x) - 0.5; + float3 ox = floor(x + 0.5); + float3 a0 = x - ox; + + // Normalise gradients + float3 norm = taylorInvSqrt(a0 * a0 + h * h); + float2 g0 = float2(a0.x, h.x) * norm.x; + float2 g1 = float2(a0.y, h.y) * norm.y; + float2 g2 = float2(a0.z, h.z) * norm.z; + + // Compute noise and gradient at P + float2 grad = + -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; + float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2)); + return 130.0 * float3(grad, dot(m4, px)); +} + + + +// BEGIN JIMMY'S MODIFICATIONS + +void SimplexNoise2D_float(float2 input, out float Out) +{ + Out = snoise(input); +} + +void SimplexNoise2DGradient_float(float2 input, out float Out) +{ + Out = snoise_grad(input); +} + +// END JIMMY'S MODIFICATIONS diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl.meta new file mode 100644 index 0000000..c8b4528 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 90fba706849d5ab468bf70a3aa82d53d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl new file mode 100644 index 0000000..fbe743f --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl @@ -0,0 +1,190 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// Description : Array and textureless GLSL 2D/3D/4D simplex +// noise functions. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : ijm +// Lastmod : 20110822 (ijm) +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the MIT License. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +#include "NoiseUtils.hlsl" + +float snoise(float3 v) +{ + const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); + + // First corner + float3 i = floor(v + dot(v, C.yyy)); + float3 x0 = v - i + dot(i, C.xxx); + + // Other corners + float3 g = step(x0.yzx, x0.xyz); + float3 l = 1.0 - g; + float3 i1 = min(g.xyz, l.zxy); + float3 i2 = max(g.xyz, l.zxy); + + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + float3 x1 = x0 - i1 + C.xxx; + float3 x2 = x0 - i2 + C.yyy; + float3 x3 = x0 - 0.5; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float4 p = + permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + + i.y + float4(0.0, i1.y, i2.y, 1.0)) + + i.x + float4(0.0, i1.x, i2.x, 1.0)); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) + + float4 x_ = floor(j / 7.0); + float4 y_ = floor(j - 7.0 * x_); // mod(j,N) + + float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; + float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; + + float4 h = 1.0 - abs(x) - abs(y); + + float4 b0 = float4(x.xy, y.xy); + float4 b1 = float4(x.zw, y.zw); + + //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; + //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; + float4 s0 = floor(b0) * 2.0 + 1.0; + float4 s1 = floor(b1) * 2.0 + 1.0; + float4 sh = -step(h, 0.0); + + float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + float3 g0 = float3(a0.xy, h.x); + float3 g1 = float3(a0.zw, h.y); + float3 g2 = float3(a1.xy, h.z); + float3 g3 = float3(a1.zw, h.w); + + // Normalise gradients + float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); + g0 *= norm.x; + g1 *= norm.y; + g2 *= norm.z; + g3 *= norm.w; + + // Mix final noise value + float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); + m = m * m; + m = m * m; + + float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); + return 42.0 * dot(m, px); +} + +float4 snoise_grad(float3 v) +{ + const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); + + // First corner + float3 i = floor(v + dot(v, C.yyy)); + float3 x0 = v - i + dot(i, C.xxx); + + // Other corners + float3 g = step(x0.yzx, x0.xyz); + float3 l = 1.0 - g; + float3 i1 = min(g.xyz, l.zxy); + float3 i2 = max(g.xyz, l.zxy); + + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + float3 x1 = x0 - i1 + C.xxx; + float3 x2 = x0 - i2 + C.yyy; + float3 x3 = x0 - 0.5; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float4 p = + permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + + i.y + float4(0.0, i1.y, i2.y, 1.0)) + + i.x + float4(0.0, i1.x, i2.x, 1.0)); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) + + float4 x_ = floor(j / 7.0); + float4 y_ = floor(j - 7.0 * x_); // mod(j,N) + + float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; + float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; + + float4 h = 1.0 - abs(x) - abs(y); + + float4 b0 = float4(x.xy, y.xy); + float4 b1 = float4(x.zw, y.zw); + + //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; + //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; + float4 s0 = floor(b0) * 2.0 + 1.0; + float4 s1 = floor(b1) * 2.0 + 1.0; + float4 sh = -step(h, 0.0); + + float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + float3 g0 = float3(a0.xy, h.x); + float3 g1 = float3(a0.zw, h.y); + float3 g2 = float3(a1.xy, h.z); + float3 g3 = float3(a1.zw, h.w); + + // Normalise gradients + float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); + g0 *= norm.x; + g1 *= norm.y; + g2 *= norm.z; + g3 *= norm.w; + + // Compute noise and gradient at P + float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); + float4 m2 = m * m; + float4 m3 = m2 * m; + float4 m4 = m2 * m2; + float3 grad = + -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + + -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; + float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); + return 42.0 * float4(grad, dot(m4, px)); +} + + + +// BEGIN JIMMY'S MODIFICATIONS + +void SimplexNoise3D_float(float3 input, out float Out) +{ + Out = snoise(input); +} + +void SimplexNoise3DGradient_float(float3 input, out float Out) +{ + Out = snoise_grad(input).x; +} + +// END JIMMY'S MODIFICATIONS diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl.meta new file mode 100644 index 0000000..8d4816a --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/SimplexNoise3D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fd0149dd7b4e9a34a83b6ed4ad8b71b9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl new file mode 100644 index 0000000..dfe52f4 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl @@ -0,0 +1,74 @@ +inline float2 voronoi_noise_randomVector (float2 UV, float offset){ + float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); + UV = frac(sin(mul(UV, m)) * 46839.32); + return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); +} + +void VoronoiPrecise2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float2 g = floor(UV * CellDensity); + float2 f = frac(UV * CellDensity); + float2 res = float2(8.0, 8.0); + float2 ml = float2(0,0); + float2 mv = float2(0,0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + float2 lattice = float2(x, y); + float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float2 v = lattice + offset - f; + float d = dot(v, v); + + if(d < res.x){ + res.x = d; + res.y = offset.x; + mv = v; + ml = lattice; + } + } + } + + Cells = res.y; + + res = float2(8.0, 8.0); + for(int y1=-2; y1<=2; y1++){ + for(int x1=-2; x1<=2; x1++){ + float2 lattice = ml + float2(x1, y1); + float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float2 v = lattice + offset - f; + + float2 cellDifference = abs(ml - lattice); + if (cellDifference.x + cellDifference.y > 0.1){ + float d = dot(0.5*(mv+v), normalize(v-mv)); + res.x = min(res.x, d); + } + } + } + + Out = res.x; +} + +void Voronoi2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float2 g = floor(UV * CellDensity); + float2 f = frac(UV * CellDensity); + float3 res = float3(8.0, 8.0, 8.0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + float2 lattice = float2(x, y); + float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float2 v = lattice + offset - f; + float d = dot(v, v); + + if(d < res.x){ + res.y = res.x; + res.x = d; + res.z = offset.x; + }else if (d < res.y){ + res.y = d; + } + } + } + + Out = res.x; + Cells = res.z; +} \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl.meta new file mode 100644 index 0000000..517ad78 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ca3c463c15e25d044a90fb7af349bfec +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl new file mode 100644 index 0000000..85e8a30 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl @@ -0,0 +1,80 @@ +inline float3 voronoi_noise_randomVector (float3 UV, float offset){ + float3x3 m = float3x3(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77); + UV = frac(sin(mul(UV, m)) * 46839.32); + return float3(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5); +} + +void VoronoiPrecise3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float3 g = floor(UV * CellDensity); + float3 f = frac(UV * CellDensity); + float2 res = float2(8.0, 8.0); + float3 ml = float3(0,0,0); + float3 mv = float3(0,0,0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + for(int z=-1; z<=1; z++){ + float3 lattice = float3(x, y, z); + float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float3 v = lattice + offset - f; + float d = dot(v, v); + + if(d < res.x){ + res.x = d; + res.y = offset.x; + mv = v; + ml = lattice; + } + } + } + } + + Cells = res.y; + + res = float2(8.0, 8.0); + for(int y1=-2; y1<=2; y1++){ + for(int x1=-2; x1<=2; x1++){ + for(int z1=-2; z1<=2; z1++){ + float3 lattice = ml + float3(x1, y1, z1); + float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float3 v = lattice + offset - f; + + float3 cellDifference = abs(ml - lattice); + if (cellDifference.x + cellDifference.y + cellDifference.z > 0.1){ + float d = dot(0.5*(mv+v), normalize(v-mv)); + res.x = min(res.x, d); + } + } + } + } + + Out = res.x; +} + +void Voronoi3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float3 g = floor(UV * CellDensity); + float3 f = frac(UV * CellDensity); + float3 res = float3(8.0, 8.0, 8.0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + for(int z=-1; z<=1; z++){ + float3 lattice = float3(x, y, z); + float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float3 v = lattice + offset - f; + float d = dot(v, v); + + if(d < res.x){ + res.y = res.x; + res.x = d; + res.z = offset.x; + }else if (d < res.y){ + res.y = d; + } + } + } + } + + Out = res.x; + Cells = res.z; +} \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl.meta new file mode 100644 index 0000000..5e3d14f --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi3D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7fa2284ce7a839c44ac36e03ab0db899 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl new file mode 100644 index 0000000..1fa560d --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl @@ -0,0 +1,87 @@ +inline float4 voronoi_noise_randomVector (float4 UV, float offset){ + float4x4 m = float4x4(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77, 51.15, 92.33, 97.74, 59.93, 42.33, 60.13, 35.72); + UV = frac(sin(mul(UV, m)) * 46839.32); + return float4(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5, cos(UV.w*offset)*0.5+0.5); +} + +void VoronoiPrecise4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float4 g = floor(UV * CellDensity); + float4 f = frac(UV * CellDensity); + float2 res = float2(8.0, 8.0); + float4 ml = float4(0,0,0,0); + float4 mv = float4(0,0,0,0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + for(int z=-1; z<=1; z++){ + for (int w = -1; w <= 1; w++) { + float4 lattice = float4(x, y, z, w); + float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float4 v = lattice + offset - f; + float d = dot(v, v); + + if (d < res.x) { + res.x = d; + res.y = offset.x; + mv = v; + ml = lattice; + } + } + } + } + } + + Cells = res.y; + + res = float2(8.0, 8.0); + for(int y1=-2; y1<=2; y1++){ + for(int x1=-2; x1<=2; x1++){ + for(int z1=-2; z1<=2; z1++){ + for (int w1 = -2; w1 <= 2; w1++) { + float4 lattice = ml + float4(x1, y1, z1, w1); + float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float4 v = lattice + offset - f; + + float4 cellDifference = abs(ml - lattice); + if (cellDifference.x + cellDifference.y + cellDifference.z + cellDifference.w > 0.1) { + float d = dot(0.5 * (mv + v), normalize(v - mv)); + res.x = min(res.x, d); + } + } + } + } + } + + Out = res.x; +} + +void Voronoi4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { + float4 g = floor(UV * CellDensity); + float4 f = frac(UV * CellDensity); + float3 res = float3(8.0, 8.0, 8.0); + + for(int y=-1; y<=1; y++){ + for(int x=-1; x<=1; x++){ + for(int z=-1; z<=1; z++){ + for (int w = -1; w <= 1; w++) { + float4 lattice = float4(x, y, z, w); + float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); + float4 v = lattice + offset - f; + float d = dot(v, v); + + if (d < res.x) { + res.y = res.x; + res.x = d; + res.z = offset.x; + } + else if (d < res.y) { + res.y = d; + } + } + } + } + } + + Out = res.x; + Cells = res.z; +} \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl.meta new file mode 100644 index 0000000..15f4967 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/Voronoi4D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a9e5634e8bbad242b3129d05ae732e2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl new file mode 100644 index 0000000..eb06b49 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl @@ -0,0 +1,6 @@ +#include "NoiseUtils.hlsl" + +void WhiteNoise2D_float(float2 input, out float Out) +{ + Out = rand2dTo1d(input); +} \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl.meta new file mode 100644 index 0000000..aff4bc3 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4e8a1c60bb201c444a2deae2da272dee +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl new file mode 100644 index 0000000..c260731 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl @@ -0,0 +1,6 @@ +#include "NoiseUtils.hlsl" + +void WhiteNoise3D_float(float3 input, out float Out) +{ + Out = rand3dTo1d(input); +} \ No newline at end of file diff --git a/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl.meta b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl.meta new file mode 100644 index 0000000..c61883e --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/HLSL/WhiteNoise3D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3c13c507b40580d478357289f27d039f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/NoiseShader/README.md b/Assets/Noisy-Nodes-master/NoiseShader/README.md new file mode 100644 index 0000000..073ba00 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/README.md @@ -0,0 +1,23 @@ +Noise Shader Library for Unity +============================== + +This is a Unity shader library that contains several gradient noise functions. + +From webgl-noise written by Stefan Gustavson and Ahima Arts: + +https://github.com/ashima/webgl-noise + +- Classic Perlin noise (2D/3D) +- Periodic Perlin noise (2D/3D) +- Simplex noise (2D/3D) +- Analytical derivatives of simplex noise (2D/3D) + +From K.jpg's SuperSimplex & FastSimplex repository: + +https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise + +- SuperSimplexNoise (3D) +- FastSimplexStyleNoise (3D) + +The former ones are released under the MIT license, and the latter ones are +public domain (Unlicense). Please check the header comments for details. diff --git a/Assets/Noisy-Nodes-master/NoiseShader/README.md.meta b/Assets/Noisy-Nodes-master/NoiseShader/README.md.meta new file mode 100644 index 0000000..11fd735 --- /dev/null +++ b/Assets/Noisy-Nodes-master/NoiseShader/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d7048b316c797314f921e75072b313cc +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/README.md b/Assets/Noisy-Nodes-master/README.md new file mode 100644 index 0000000..0fcc441 --- /dev/null +++ b/Assets/Noisy-Nodes-master/README.md @@ -0,0 +1,50 @@ +# Noisy Nodes +Adds various noise-generation nodes to Unity Shader Graph, including 3D noise nodes. + +![demo.jpg](demo.jpg) + +## List of nodes + +### Perlin noise + +Code from [Noise Shader](https://github.com/keijiro/NoiseShader) by @keijiro + +* Perlin noise 2D +* Perlin noise 2D periodic +* Perlin noise 3D +* Perlin noise 3D periodic + +### Simplex noise + +Code from [Noise Shader](https://github.com/keijiro/NoiseShader) by @keijiro + +* Simplex noise 2D +* Simplex noise 2D gradient +* Simplex noise 3D +* Simplex noise 3D gradient + +### Voronoi Noise + +Contributed by @fdervaux -- thank you! -- and based on [this tutorial](https://cyangamedev.wordpress.com/2019/07/16/voronoi/) + +* Voronoi noise 2D +* Voronoi noise 3D +* Voronoi noise 4D +* Voronoi precise noise 2D +* Voronoi precise noise 3D +* Voronoi precise noise 4D + +### White Noise + +Contributed by @fdervaux -- thank you! -- and based on [this tutorial](https://www.ronja-tutorials.com/2018/09/02/white-noise.html) + +* White noise 2D +* White noise 3D + + + +## Installation + +Download the whole repo and stick it in your project's `Assets` or `Packages` folder. + +Alternatively, Noisy Nodes can be installed via the Unity Package Manager. In the top left of the `Packages` window, navigate to `Add Package -> Add package from git URL` and paste `https://github.com/JimmyCushnie/Noisy-Nodes.git`. diff --git a/Assets/Noisy-Nodes-master/README.md.meta b/Assets/Noisy-Nodes-master/README.md.meta new file mode 100644 index 0000000..7f1bf52 --- /dev/null +++ b/Assets/Noisy-Nodes-master/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 205f584de2f7b6c46ad78bdc6dd4b7ad +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/Subgraphs.meta b/Assets/Noisy-Nodes-master/Subgraphs.meta new file mode 100644 index 0000000..b77281b --- /dev/null +++ b/Assets/Noisy-Nodes-master/Subgraphs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06e9fb931dcf1364db45367efb0ad1a3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Noisy-Nodes-master/Subgraphs/Perlin noise 2D 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assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/Shaders/URPShadowReceiver.shader b/Assets/Shaders/URPShadowReceiver.shader new file mode 100644 index 0000000..723338a --- /dev/null +++ b/Assets/Shaders/URPShadowReceiver.shader @@ -0,0 +1,99 @@ +Shader "URP AR Shadow Receiver" +{ + Properties + { + _ShadowColor ("Shadow Color", Color) = (0.35,0.4,0.45,1.0) + } + + SubShader + { + Tags + { + "RenderPipeline"="UniversalPipeline" + "RenderType"="Transparent" + "Queue"="Transparent-1" + } + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + Blend DstColor Zero, Zero One + Cull Back + ZTest LEqual + ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile_fog + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + CBUFFER_START(UnityPerMaterial) + float4 _ShadowColor; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float fogCoord : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings vert (Attributes input) + { + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); + + return output; + } + + half4 frag (Varyings input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + half4 color = half4(1,1,1,1); + + #ifdef _MAIN_LIGHT_SHADOWS + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = input.positionWS; + + float4 shadowCoord = GetShadowCoord(vertexInput); + half shadowAttenutation = MainLightRealtimeShadow(shadowCoord); + color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a); + color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord); + #endif + return color; + } + + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/Shaders/URPShadowReceiver.shader.meta b/Assets/Shaders/URPShadowReceiver.shader.meta new file mode 100644 index 0000000..ce981a3 --- /dev/null +++ b/Assets/Shaders/URPShadowReceiver.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e0c8d57123245a144ab032e5060a86d5 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + 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m_SerializedDataModeController: m_DataMode: 0 m_PreferredDataMode: 0 @@ -911,7 +2033,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: m_LastClickedID: 0 - m_ExpandedIDs: 6620ffff842cfffff8faffff4aab00005aab0000 + m_ExpandedIDs: 622bffff1654ffff2255ffffb255ffffb855ffffbc55ffffb25cffffd66affffba8affff9e8fffffcaeafffff2ecffff18eeffff2af0ffff1af3ffff00f9ffffa2ad0000a8b1000004b40000c4b40000b0b5000060b7000068a40100baa50100cea601006eac010084ac010030ad010036ad0100 m_RenameOverlay: m_UserAcceptedRename: 0 m_Name: @@ -928,7 +2050,7 @@ MonoBehaviour: m_OriginalEventType: 11 m_IsRenamingFilename: 0 m_TrimLeadingAndTrailingWhitespace: 0 - m_ClientGUIView: {fileID: 6} + m_ClientGUIView: {fileID: 8} m_SearchString: m_ExpandedScenes: [] m_CurrenRootInstanceID: 0 @@ -936,7 +2058,7 @@ MonoBehaviour: m_IsLocked: 0 m_CurrentSortingName: TransformSorting m_WindowGUID: b71928e3481a5a64b9511523fa09612b ---- !u!114 &8 +--- !u!114 &10 MonoBehaviour: m_ObjectHideFlags: 52 m_CorrespondingSourceObject: 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