b486678290
Library -Artifacts
168 lines
4.7 KiB
HLSL
168 lines
4.7 KiB
HLSL
#ifndef UNITY_NOISE_BILLOW_INC // [ UNITY_NOISE_BILLOW_INC
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#define UNITY_NOISE_BILLOW_INC
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/*=========================================================================
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BILLOW NOISE
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=========================================================================*/
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/*=========================================================================
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Includes
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=========================================================================*/
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#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
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/*=========================================================================
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1D Noise
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=========================================================================*/
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float get_noise_Billow( float p )
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{
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float i = floor( p );
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float f = frac( p );
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float u = quintic( f );
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/*=====================================================================
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a(0) b(1)
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_____________
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x-axis
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=====================================================================*/
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float a = hash( i + 0.0 );
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float b = hash( i + 1.0 );
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float ga = a * ( f - 0.0 );
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float gb = b * ( f - 1.0 );
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float n = lerp( ga, gb, u );
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return abs( n );
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}
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/*=========================================================================
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2D Noise
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=========================================================================*/
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float get_noise_Billow( float2 p )
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{
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float2 i = floor( p );
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float2 f = frac( p );
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float2 u = quintic( f );
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/*=====================================================================
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c(0,1) d(1,1)
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_____________
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|____________|
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a(0,0) b(1,0)
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=====================================================================*/
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float2 a = hash( i + float2( 0.0, 0.0 ) );
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float2 b = hash( i + float2( 1.0, 0.0 ) );
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float2 c = hash( i + float2( 0.0, 1.0 ) );
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float2 d = hash( i + float2( 1.0, 1.0 ) );
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float ga = dot( a, f - float2( 0.0, 0.0 ) );
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float gb = dot( b, f - float2( 1.0, 0.0 ) );
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float gc = dot( c, f - float2( 0.0, 1.0 ) );
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float gd = dot( d, f - float2( 1.0, 1.0 ) );
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float n = lerp( lerp( ga, gb, u.x ), // lerp along bottom edge of cell
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lerp( gc, gd, u.x ), // lerp along top edge of cell
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u.y ); // lerp between top and bottom edges
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return abs( n );
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}
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/*=========================================================================
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3D Noise
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=========================================================================*/
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float get_noise_Billow( float3 p )
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{
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float3 i = floor( p );
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float3 f = frac( p );
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float3 u = quintic( f );
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/*=====================================================================
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c2(0,1,1) d2(1,1,1)
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______________
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/| /|
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c1(0,1,0) / |d1(1,1,0) / |
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/____|________/ |
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| |_ _ _ _|_ _ _|
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| / aa(0,0,1) / b2(1,0,1)
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| / | /
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|____________|/
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a1(0,0,0) b1(1,0,0)
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=====================================================================*/
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float3 a1 = hash( i + float3( 0.0, 0.0, 0.0 ) );
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float3 b1 = hash( i + float3( 1.0, 0.0, 0.0 ) );
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float3 c1 = hash( i + float3( 0.0, 1.0, 0.0 ) );
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float3 d1 = hash( i + float3( 1.0, 1.0, 0.0 ) );
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float3 a2 = hash( i + float3( 0.0, 0.0, 1.0 ) );
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float3 b2 = hash( i + float3( 1.0, 0.0, 1.0 ) );
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float3 c2 = hash( i + float3( 0.0, 1.0, 1.0 ) );
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float3 d2 = hash( i + float3( 1.0, 1.0, 1.0 ) );
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float ga1 = dot( a1, f - float3( 0.0, 0.0, 0.0 ) );
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float gb1 = dot( b1, f - float3( 1.0, 0.0, 0.0 ) );
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float gc1 = dot( c1, f - float3( 0.0, 1.0, 0.0 ) );
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float gd1 = dot( d1, f - float3( 1.0, 1.0, 0.0 ) );
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float ga2 = dot( a2, f - float3( 0.0, 0.0, 1.0 ) );
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float gb2 = dot( b2, f - float3( 1.0, 0.0, 1.0 ) );
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float gc2 = dot( c2, f - float3( 0.0, 1.0, 1.0 ) );
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float gd2 = dot( d2, f - float3( 1.0, 1.0, 1.0 ) );
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float t1 = lerp( lerp( ga1, gb1, u.x ),
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lerp( gc1, gd1, u.x ),
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u.y );
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float t2 = lerp( lerp( ga2, gb2, u.x ),
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lerp( gc2, gd2, u.x ),
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u.y );
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float n = lerp( t1, t2, u.z );
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return abs( n );
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}
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/*=========================================================================
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4D Noise
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=========================================================================*/
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float get_noise_Billow( float4 p )
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{
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return 0;
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}
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#endif // ] UNITY_NOISE_BILLOW_INC |