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; }