Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/NoiseLib/Strata/Ridge.hlsl

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2023-03-28 13:24:16 -04:00
//////////////////////////////////////////////////////////////////////////
//
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
//
//////////////////////////////////////////////////////////////////////////
#ifndef UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC
#define UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC
/*=========================================================================
Includes
=========================================================================*/
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Implementation/RidgeImpl.hlsl"
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Strata/Value.hlsl"
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
#ifndef STRATAFRACTALINPUT_DEF // [ STRATAFRACTALINPUT_DEF
#define STRATAFRACTALINPUT_DEF
struct StrataFractalInput
{
float octaves;
float amplitude;
float persistence;
float frequency;
float lacunarity;
float warpIterations;
float warpStrength;
float4 warpOffsets;
float strataScale;
float strataOffset;
};
StrataFractalInput GetDefaultStrataFractalInput()
{
StrataFractalInput ret;
ret.octaves = 8;
ret.amplitude = 0.5;
ret.persistence = 0.5;
ret.frequency = 1;
ret.lacunarity = 2;
ret.warpIterations = 0;
ret.warpStrength = 0.5;
ret.warpOffsets = float4(2.5, 1.4, 3.2, 2.7);
ret.strataScale = 1;
ret.strataOffset = 0;
return ret;
}
float _StrataOctaves;
float _StrataAmplitude;
float _StrataPersistence;
float _StrataFrequency;
float _StrataLacunarity;
float _StrataWarpIterations;
float _StrataWarpStrength;
float4 _StrataWarpOffsets;
float _StrataStrataScale;
float _StrataStrataOffset;
StrataFractalInput GetStrataFractalInput()
{
StrataFractalInput ret;
ret.octaves = _StrataOctaves;
ret.amplitude = _StrataAmplitude;
ret.persistence = _StrataPersistence;
ret.frequency = _StrataFrequency;
ret.lacunarity = _StrataLacunarity;
ret.warpIterations = _StrataWarpIterations;
ret.warpStrength = _StrataWarpStrength;
ret.warpOffsets = _StrataWarpOffsets;
ret.strataScale = _StrataStrataScale;
ret.strataOffset = _StrataStrataOffset;
return ret;
}
#endif // ] STRATAFRACTALINPUT_DEF
/*=========================================================================
Fractal Functions
=========================================================================*/
float noise_StrataRidge_Raw( float pos, StrataFractalInput fractalInput )
{
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_Ridge( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_StrataRidge_Raw( float2 pos, StrataFractalInput fractalInput )
{
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_Ridge( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_StrataRidge_Raw( float3 pos, StrataFractalInput fractalInput )
{
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_Ridge( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_StrataRidge_Raw( float4 pos, StrataFractalInput fractalInput )
{
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_Ridge( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
/*=========================================================================
StrataRidge Noise Functions - Fractal, Warped
=========================================================================*/
float noise_StrataRidge( float pos, StrataFractalInput fractalInput )
{
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_StrataRidge_Raw( pos + fractalInput.warpOffsets.x, fractalInput );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp( prev, pos, frac( fractalInput.warpIterations ) );
}
float h = noise_StrataRidge_Raw( pos, fractalInput );
float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput );
return f;
}
float noise_StrataRidge( float2 pos, StrataFractalInput fractalInput )
{
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_StrataRidge_Raw( pos, fractalInput ),
noise_StrataRidge_Raw( pos + fractalInput.warpOffsets.xy, fractalInput ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp( prev, pos, frac( fractalInput.warpIterations ) );
}
float h = noise_StrataRidge_Raw( pos, fractalInput );
float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput );
return f;
}
float noise_StrataRidge( float3 pos, StrataFractalInput fractalInput )
{
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_StrataRidge_Raw( pos.xyz, fractalInput ),
noise_StrataRidge_Raw( pos.xyz + fractalInput.warpOffsets.xyz, fractalInput ),
noise_StrataRidge_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), fractalInput ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac( fractalInput.warpIterations ) );
}
float h = noise_StrataRidge_Raw( pos, fractalInput );
// h = sin( sign( h ) * ( 1 / abs( h ) ) );
// h = sign( h ) * ( 1 / abs( h ) );
float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput );
// f = ( h * .5 );
// f = h;
return f;
}
float noise_StrataRidge( float4 pos, StrataFractalInput fractalInput )
{
float h = noise_StrataRidge_Raw( pos, fractalInput );
float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput );
return f;
}
#endif // UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC