新增场景

HDRP
Yogi 2025-01-01 11:14:52 +08:00
parent 0e59ba83cb
commit 235fc548ef
165 changed files with 14206 additions and 251 deletions

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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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.

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//
// 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 ////////////////////////////////
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//
// 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 ////////////////////////////////
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//
// 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

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//
// 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

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#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

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//
// 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

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//
// 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

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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;
}

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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;
}

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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;
}

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#include "NoiseUtils.hlsl"
void WhiteNoise2D_float(float2 input, out float Out)
{
Out = rand2dTo1d(input);
}

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#include "NoiseUtils.hlsl"
void WhiteNoise3D_float(float3 input, out float Out)
{
Out = rand3dTo1d(input);
}

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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.

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# 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`.

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acesPreset:
m_OverrideState: 0
m_Value: 3
hueShiftAmount:
m_OverrideState: 0
m_Value: 0
detectPaperWhite:
m_OverrideState: 0
m_Value: 0
paperWhite:
m_OverrideState: 0
m_Value: 300
detectBrightnessLimits:
m_OverrideState: 0
m_Value: 1
minNits:
m_OverrideState: 0
m_Value: 0.005
maxNits:
m_OverrideState: 0
m_Value: 1000

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