200 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			200 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | #ifndef UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC | ||
|  | #define UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC | ||
|  | 
 | ||
|  | /*========================================================================= | ||
|  | 
 | ||
|  |     Includes | ||
|  | 
 | ||
|  | =========================================================================*/ | ||
|  | 
 | ||
|  | ${Includes} | ||
|  | 
 | ||
|  | ${FractalDataDefinitions} | ||
|  | 
 | ||
|  | /*========================================================================= | ||
|  | 
 | ||
|  |     Fractal Functions | ||
|  | 
 | ||
|  | =========================================================================*/ | ||
|  | 
 | ||
|  | float noise_${VariantName}_Raw( float pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     float prev = 0; | ||
|  |     float n = 0; | ||
|  | 
 | ||
|  |     float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); | ||
|  | 
 | ||
|  |     for( float i = 0; i < octaves; ++i ) | ||
|  |     { | ||
|  |         prev = n; | ||
|  |         n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); | ||
|  |         fractalInput.frequency *= fractalInput.lacunarity; | ||
|  |         fractalInput.amplitude *= fractalInput.persistence; | ||
|  |     } | ||
|  | 
 | ||
|  |     n = lerp(prev, n, frac(fractalInput.octaves)); | ||
|  | 
 | ||
|  |     return n; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}_Raw( float2 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     float prev = 0; | ||
|  |     float n = 0; | ||
|  | 
 | ||
|  |     float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); | ||
|  | 
 | ||
|  |     for( float i = 0; i < octaves; ++i ) | ||
|  |     { | ||
|  |         prev = n; | ||
|  |         n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); | ||
|  |         fractalInput.frequency *= fractalInput.lacunarity; | ||
|  |         fractalInput.amplitude *= fractalInput.persistence; | ||
|  |     } | ||
|  | 
 | ||
|  |     n = lerp(prev, n, frac(fractalInput.octaves)); | ||
|  | 
 | ||
|  |     return n; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}_Raw( float3 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     float prev = 0; | ||
|  |     float n = 0; | ||
|  | 
 | ||
|  |     float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); | ||
|  | 
 | ||
|  |     for( float i = 0; i < octaves; ++i ) | ||
|  |     { | ||
|  |         prev = n; | ||
|  |         n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); | ||
|  |         fractalInput.frequency *= fractalInput.lacunarity; | ||
|  |         fractalInput.amplitude *= fractalInput.persistence; | ||
|  |     } | ||
|  | 
 | ||
|  |     n = lerp(prev, n, frac(fractalInput.octaves)); | ||
|  | 
 | ||
|  |     return n; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}_Raw( float4 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     float prev = 0; | ||
|  |     float n = 0; | ||
|  | 
 | ||
|  |     float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); | ||
|  | 
 | ||
|  |     for( float i = 0; i < octaves; ++i ) | ||
|  |     { | ||
|  |         prev = n; | ||
|  |         n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency ); | ||
|  |         fractalInput.frequency *= fractalInput.lacunarity; | ||
|  |         fractalInput.amplitude *= fractalInput.persistence; | ||
|  |     } | ||
|  | 
 | ||
|  |     n = lerp(prev, n, frac(fractalInput.octaves)); | ||
|  | 
 | ||
|  |     return n; | ||
|  | } | ||
|  | 
 | ||
|  | /*========================================================================= | ||
|  | 
 | ||
|  |     ${VariantName} Noise Functions - Fractal, Warped | ||
|  | 
 | ||
|  | =========================================================================*/ | ||
|  | 
 | ||
|  | float noise_${VariantName}( float pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     if(fractalInput.warpIterations > 0) | ||
|  |     { | ||
|  |         float prev = 0; | ||
|  |         float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); | ||
|  | 
 | ||
|  |         // do warping | ||
|  |         for ( float i = 0; i < warpIterations; ++i ) | ||
|  |         { | ||
|  |             float q = noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.x, ${FunctionInputs} ); | ||
|  |             prev = pos; | ||
|  |             pos = pos + fractalInput.warpStrength * q; | ||
|  |         } | ||
|  | 
 | ||
|  |         pos = lerp( prev, pos, frac( fractalInput.warpIterations ) ); | ||
|  |     } | ||
|  | 
 | ||
|  |     float h = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); | ||
|  | 
 | ||
|  |     float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, ${FunctionInputs} ); | ||
|  |      | ||
|  |     return f; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}( float2 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     if(fractalInput.warpIterations > 0) | ||
|  |     { | ||
|  |         float2 prev = 0; | ||
|  |         float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); | ||
|  | 
 | ||
|  |         // do warping | ||
|  |         for ( float i = 0; i < warpIterations; ++i ) | ||
|  |         { | ||
|  |             float2 q = float2( noise_${VariantName}_Raw( pos, ${FunctionInputs} ), | ||
|  |                             noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.xy, ${FunctionInputs} ) ); | ||
|  |             prev = pos; | ||
|  | 
 | ||
|  |             pos = pos + fractalInput.warpStrength * q; | ||
|  |         } | ||
|  |          | ||
|  |         pos = lerp( prev, pos, frac( fractalInput.warpIterations ) ); | ||
|  |     } | ||
|  | 
 | ||
|  |     float h = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); | ||
|  | 
 | ||
|  |     float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, ${FunctionInputs} ); | ||
|  |      | ||
|  |     return f; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}( float3 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     if(fractalInput.warpIterations > 0) | ||
|  |     { | ||
|  |         float3 prev = 0; | ||
|  |         float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); | ||
|  | 
 | ||
|  |         // do warping | ||
|  |         for ( float i = 0; i < warpIterations; ++i ) | ||
|  |         { | ||
|  |             float3 q = float3( noise_${VariantName}_Raw( pos.xyz, ${FunctionInputs} ), | ||
|  |                         noise_${VariantName}_Raw( pos.xyz + fractalInput.warpOffsets.xyz, ${FunctionInputs} ), | ||
|  |                         noise_${VariantName}_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), ${FunctionInputs} ) ); | ||
|  |             prev = pos; | ||
|  |             pos = pos + fractalInput.warpStrength * q; | ||
|  |         } | ||
|  |          | ||
|  |         pos = lerp(prev, pos, frac( fractalInput.warpIterations ) ); | ||
|  |     } | ||
|  |      | ||
|  |     float h = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); | ||
|  | 
 | ||
|  |     // h = sin( sign( h ) * ( 1 / abs( h ) ) ); | ||
|  |     // h = sign( h ) * ( 1 / abs( h ) ); | ||
|  | 
 | ||
|  |     float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, ${FunctionInputs} ); | ||
|  |      | ||
|  |     // f = ( h * .5 ); | ||
|  |     // f = h; | ||
|  |      | ||
|  |     return f; | ||
|  | } | ||
|  | 
 | ||
|  | float noise_${VariantName}( float4 pos, ${FunctionParams} ) | ||
|  | { | ||
|  |     float h = noise_${VariantName}_Raw( pos, ${FunctionInputs} ); | ||
|  | 
 | ||
|  |     float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, ${FunctionInputs} ); | ||
|  |      | ||
|  |     return f; | ||
|  | } | ||
|  | 
 | ||
|  | #endif // UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC |