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!
71 lines
2.0 KiB
Markdown
71 lines
2.0 KiB
Markdown
# Simple Noise Node
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## Description
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Generates a simple, or [Value](https://en.wikipedia.org/wiki/Value_noise), noise based on input **UV**. The scale of the generated noise is controlled by input **Scale**.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| UV | Input | Vector 2 | UV | Input UV value |
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| Scale | Input | Float | None | Noise scale |
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| Out | Output | Float | None | Output value |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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inline float unity_noise_randomValue (float2 uv)
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{
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return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
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}
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inline float unity_noise_interpolate (float a, float b, float t)
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{
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return (1.0-t)*a + (t*b);
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}
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inline float unity_valueNoise (float2 uv)
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{
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float2 i = floor(uv);
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float2 f = frac(uv);
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f = f * f * (3.0 - 2.0 * f);
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uv = abs(frac(uv) - 0.5);
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float2 c0 = i + float2(0.0, 0.0);
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float2 c1 = i + float2(1.0, 0.0);
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float2 c2 = i + float2(0.0, 1.0);
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float2 c3 = i + float2(1.0, 1.0);
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float r0 = unity_noise_randomValue(c0);
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float r1 = unity_noise_randomValue(c1);
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float r2 = unity_noise_randomValue(c2);
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float r3 = unity_noise_randomValue(c3);
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float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
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float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
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float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
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return t;
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}
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void Unity_SimpleNoise_float(float2 UV, float Scale, out float Out)
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{
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float t = 0.0;
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float freq = pow(2.0, float(0));
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float amp = pow(0.5, float(3-0));
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t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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freq = pow(2.0, float(1));
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amp = pow(0.5, float(3-1));
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t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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freq = pow(2.0, float(2));
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amp = pow(0.5, float(3-2));
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t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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Out = t;
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}
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```
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