b486678290
Library -Artifacts
186 lines
5.4 KiB
Plaintext
186 lines
5.4 KiB
Plaintext
#ifndef UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC
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#define UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC
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/*=========================================================================
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Includes
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=========================================================================*/
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${Includes}
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${FractalDataDefinitions}
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/*=========================================================================
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Fractal Functions
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=========================================================================*/
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float noise_${VariantName}_Raw( float pos, ${FunctionParams} )
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{
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float prev = 0;
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float n = 0;
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float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
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for( float i = 0; i < octaves; ++i )
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{
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prev = n;
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n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
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fractalInput.frequency *= fractalInput.lacunarity;
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fractalInput.amplitude *= fractalInput.persistence;
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}
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n = lerp(prev, n, frac(fractalInput.octaves));
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return n;
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}
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float noise_${VariantName}_Raw( float2 pos, ${FunctionParams} )
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{
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float prev = 0;
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float n = 0;
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float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
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for( float i = 0; i < octaves; ++i )
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{
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prev = n;
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n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
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fractalInput.frequency *= fractalInput.lacunarity;
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fractalInput.amplitude *= fractalInput.persistence;
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}
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n = lerp(prev, n, frac(fractalInput.octaves));
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return n;
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}
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float noise_${VariantName}_Raw( float3 pos, ${FunctionParams} )
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{
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float prev = 0;
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float n = 0;
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float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
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for( float i = 0; i < octaves; ++i )
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{
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prev = n;
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n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
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fractalInput.frequency *= fractalInput.lacunarity;
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fractalInput.amplitude *= fractalInput.persistence;
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}
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n = lerp(prev, n, frac(fractalInput.octaves));
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return n;
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}
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float noise_${VariantName}_Raw( float4 pos, ${FunctionParams} )
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{
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float prev = 0;
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float n = 0;
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float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
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for( float i = 0; i < octaves; ++i )
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{
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prev = n;
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n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
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fractalInput.frequency *= fractalInput.lacunarity;
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fractalInput.amplitude *= fractalInput.persistence;
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}
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n = lerp(prev, n, frac(fractalInput.octaves));
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return n;
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}
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/*=========================================================================
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${VariantName} Noise Functions - Fractal, Warped
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=========================================================================*/
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float noise_${VariantName}( float pos, ${FunctionParams} )
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{
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if(fractalInput.warpIterations > 0)
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{
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float prev = 0;
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float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
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// do warping
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for ( float i = 0; i < warpIterations; ++i )
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{
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float q = noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.x, ${FunctionInputs} );
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prev = pos;
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pos = pos + fractalInput.warpStrength * q;
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}
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pos = lerp(prev, pos, frac(fractalInput.warpIterations));
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}
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float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
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return f;
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}
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float noise_${VariantName}( float2 pos, ${FunctionParams} )
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{
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if(fractalInput.warpIterations > 0)
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{
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float2 prev = 0;
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float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
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// do warping
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for ( float i = 0; i < warpIterations; ++i )
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{
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float2 q = float2( noise_${VariantName}_Raw( pos, ${FunctionInputs} ),
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noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.xy, ${FunctionInputs} ) );
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prev = pos;
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pos = pos + fractalInput.warpStrength * q;
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}
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pos = lerp(prev, pos, frac(fractalInput.warpIterations));
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}
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float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
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return f;
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}
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float noise_${VariantName}( float3 pos, ${FunctionParams} )
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{
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if(fractalInput.warpIterations > 0)
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{
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float3 prev = 0;
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float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
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// do warping
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for ( float i = 0; i < warpIterations; ++i )
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{
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float3 q = float3( noise_${VariantName}_Raw( pos.xyz, ${FunctionInputs} ),
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noise_${VariantName}_Raw( pos.xyz + fractalInput.warpOffsets.xyz, ${FunctionInputs} ),
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noise_${VariantName}_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), ${FunctionInputs} ) );
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prev = pos;
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pos = pos + fractalInput.warpStrength * q;
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}
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pos = lerp(prev, pos, frac(fractalInput.warpIterations));
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}
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float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
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return f;
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}
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float noise_${VariantName}( float4 pos, ${FunctionParams} )
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{
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float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
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return f;
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}
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#endif // UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC |