Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/NoiseLib/Implementation/RidgeImpl.hlsl
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

168 lines
5.0 KiB
HLSL

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