4ff395c862
Finished the NPC Creator tool
148 lines
3.4 KiB
HLSL
148 lines
3.4 KiB
HLSL
#ifndef UNITY_NOISE_VORONOI_INC // [ UNITY_NOISE_VORONOI_INC
|
|
#define UNITY_NOISE_VORONOI_INC
|
|
|
|
/*=========================================================================
|
|
|
|
VORONOI NOISE
|
|
|
|
=========================================================================*/
|
|
|
|
/*=========================================================================
|
|
|
|
Includes
|
|
|
|
=========================================================================*/
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
|
|
|
|
/*=========================================================================
|
|
|
|
1D Noise
|
|
|
|
=========================================================================*/
|
|
|
|
float get_noise_Voronoi( float p )
|
|
{
|
|
float i = floor( p );
|
|
float f = frac( p );
|
|
|
|
// get random positions within neighboring cells + offsets
|
|
|
|
float n = 1;
|
|
|
|
for ( float x = -2; x <= 2; ++x )
|
|
{
|
|
float2 r = hash( i + x );
|
|
r = r + x - f;
|
|
float t = r * r; // iq version, cheaper than length
|
|
|
|
n = min( n, t );
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
/*=========================================================================
|
|
|
|
2D Noise
|
|
|
|
=========================================================================*/
|
|
|
|
float get_noise_Voronoi( float2 p )
|
|
{
|
|
float2 i = floor( p );
|
|
float2 f = frac( p );
|
|
|
|
// get random positions within neighboring cells + offsets
|
|
|
|
float n = 1;
|
|
|
|
for ( float x = -2; x <= 2; ++x )
|
|
{
|
|
for ( float y = -2; y <= 2; ++y )
|
|
{
|
|
float2 offset = float2( x, y );
|
|
|
|
float2 r = hash( i + offset );
|
|
r = r + offset - f;
|
|
float t = dot( r, r ); // iq version, cheaper than length
|
|
|
|
n = min( n, t );
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
/*=========================================================================
|
|
|
|
3D Noise
|
|
|
|
=========================================================================*/
|
|
|
|
float get_noise_Voronoi( float3 p )
|
|
{
|
|
float3 i = floor( p );
|
|
float3 f = frac( p );
|
|
|
|
// get random positions within neighboring cells + offsets
|
|
|
|
float n = 1;
|
|
|
|
for ( float x = -2; x <= 2; x++ )
|
|
{
|
|
for ( float y = -2; y <= 2; y++ )
|
|
{
|
|
for ( float z = -2; z <= 2; z++ )
|
|
{
|
|
float3 offset = float3( x, y, z );
|
|
float3 r = hash( i + offset ) + offset - f;
|
|
float t = dot( r, r ); // iq version, cheaper than length
|
|
|
|
n = min( n, t );
|
|
}
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
/*=========================================================================
|
|
|
|
4D Noise
|
|
|
|
=========================================================================*/
|
|
|
|
float get_noise_Voronoi( float4 p )
|
|
{
|
|
float4 i = floor( p );
|
|
float4 f = frac( p );
|
|
|
|
// get random positions within neighboring cells + offsets
|
|
|
|
float n = 1;
|
|
|
|
for ( float x = -2; x <= 2; ++x )
|
|
{
|
|
for ( float y = -2; y <= 2; ++y )
|
|
{
|
|
for ( float z = -2; z <= 2; ++z )
|
|
{
|
|
for ( float w = -2; w <= 2; ++w )
|
|
{
|
|
float4 offset = float4( x, y, z, w );
|
|
|
|
float4 r = hash( i + offset );
|
|
r = r + offset - f;
|
|
float t = dot( r, r ); // iq version, cheaper than length
|
|
|
|
n = min( n, t );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
#endif // ] UNITY_NOISE_VORONOI_INC |