// // 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