9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1.5 KiB
1.5 KiB
Gradient Noise Node
Description
Generates a gradient, or Perlin, noise based on input UV. The scale of the generated noise is controlled by input Scale.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value |
Scale | Input | Float | None | Noise scale |
Out | Output | Float | None | Output value |
Generated Code Example
The following example code represents one possible outcome of this node.
float2 unity_gradientNoise_dir(float2 p)
{
p = p % 289;
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
float unity_gradientNoise(float2 p)
{
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(unity_gradientNoise_dir(ip), fp);
float d01 = dot(unity_gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(unity_gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(unity_gradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x);
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
Out = unity_gradientNoise(UV * Scale) + 0.5;
}