Firstborn/Assets/Fog/Volume Fog/Volume Fog V2/Scripts/Noise 3D gen.compute
Schaken-Mods 3cc77c1791 backing up before re-importing library.
backing up before re-importing library. - I built the game last night and it had more errors than sleepy joe's memory.
2023-06-22 10:49:37 -05:00

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// 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<float> 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;
}