Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Voronoi-Node.md
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

2.0 KiB

Voronoi Node

Description

Generates a Voronoi, or Worley, noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by input Angle Offset, a cluster of cells can be generated. The scale of these cells, and the resulting noise, is controlled by input Cell Density. The output Cells contains the raw cell data.

Ports

Name Direction Type Binding Description
UV Input Vector 2 UV Input UV value
Angle Offset Input Float None Offset value for points
Cell Density Input Float None Density of cells generated
Out Output Float None Output noise value
Cells Output Float None Raw cell data

Generated Code Example

The following example code represents one possible outcome of this node.

inline float2 unity_voronoi_noise_randomVector (float2 UV, float offset)
{
    float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
    UV = frac(sin(mul(UV, m)) * 46839.32);
    return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
}

void Unity_Voronoi_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells)
{
    float2 g = floor(UV * CellDensity);
    float2 f = frac(UV * CellDensity);
    float t = 8.0;
    float3 res = float3(8.0, 0.0, 0.0);

    for(int y=-1; y<=1; y++)
    {
        for(int x=-1; x<=1; x++)
        {
            float2 lattice = float2(x,y);
            float2 offset = unity_voronoi_noise_randomVector(lattice + g, AngleOffset);
            float d = distance(lattice + offset, f);
            if(d < res.x)
            {
                res = float3(d, offset.x, offset.y);
                Out = res.x;
                Cells = res.y;
            }
        }
    }
}