// Each #kernel tells which function to compile; you can have many kernels #pragma kernel CSMain // (Keijiro) This shader was slightly modified from the original version. // It's recommended to use the original version for other purposes. // // 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 // float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 permute(float4 x) { return mod289((x * 34.0 + 1.0) * x); } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } 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 * (1.0 / 49.0)); // fmod(p,7*7) float4 x_ = floor(j * (1.0 / 7.0)); float4 y_ = floor(j - 7.0 * x_ ); // fmod(j,N) float4 x = x_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0; float4 y = y_ * (2.0 / 7.0) + 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, float4(0,0,0,0)); 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); } float sampleNoises(float3 vec) { float multi = 0.5; float f = 0; for(int i = 0; i < 8; i++) { f += multi*snoise( vec ); multi /= 2; vec = vec*2.02; } return f; } // Create a RenderTexture with enableRandomWrite flag and set it // with cs.SetTexture RWStructuredBuffer Result; float size; float height; float seed; float noiseSize; [numthreads(8,8,8)] void CSMain (uint3 id : SV_DispatchThreadID) { float halfSize = (size/2); float halfHeight = (height/2); float xOffset = (id.x + halfSize) % size; float yOffset = (id.y + halfHeight) % height; float zOffset = (id.z + halfSize) % size; float xD = abs(id.x - halfSize) / halfSize; float yD = abs(id.y - halfHeight) / halfHeight; float zD = abs(id.z - halfSize) / halfSize; float minD = min(min(xD,zD),yD); float maxD = max(max(xD,zD),yD); float noiseWithOffset = sampleNoises(float3(xOffset, yOffset,zOffset) * 0.01 * noiseSize + 1000 + seed) * minD; float noise = sampleNoises(id.xyz * 0.01 * noiseSize + seed) * (1 - maxD); Result[id.x + id.y * size + id.z * size * height] = noiseWithOffset + noise; }