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# Auto detect text files and perform LF normalization
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
|
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|
||||
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
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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 ////////////////////////////////
|
||||
|
||||
#endif
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: dcc7068597d092d47aeb35345c7bddb1
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2515ca635f327c84789f8d4dd47a25a0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 27be27981479af945a6967f1b23574f8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ecc0749a90a1b1c4cb335134906003ce
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 42163234b2afc194bad4d12ed5128fc6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 90fba706849d5ab468bf70a3aa82d53d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fd0149dd7b4e9a34a83b6ed4ad8b71b9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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;
|
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}
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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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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}
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 7fa2284ce7a839c44ac36e03ab0db899
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,87 @@
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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;
|
||||
}
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 7a9e5634e8bbad242b3129d05ae732e2
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ShaderImporter:
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@ -0,0 +1,6 @@
|
|||
#include "NoiseUtils.hlsl"
|
||||
|
||||
void WhiteNoise2D_float(float2 input, out float Out)
|
||||
{
|
||||
Out = rand2dTo1d(input);
|
||||
}
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 4e8a1c60bb201c444a2deae2da272dee
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|
@ -0,0 +1,6 @@
|
|||
#include "NoiseUtils.hlsl"
|
||||
|
||||
void WhiteNoise3D_float(float3 input, out float Out)
|
||||
{
|
||||
Out = rand3dTo1d(input);
|
||||
}
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 3c13c507b40580d478357289f27d039f
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ShaderImporter:
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|
@ -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.
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d7048b316c797314f921e75072b313cc
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@ -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`.
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 06e9fb931dcf1364db45367efb0ad1a3
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folderAsset: yes
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--- !u!114 &11400000
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--- !u!114 &1881579288749618558
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Reference in New Issue