53 lines
2.0 KiB
Markdown
53 lines
2.0 KiB
Markdown
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# Voronoi Node
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## Description
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Generates a Voronoi, or [Worley](https://en.wikipedia.org/wiki/Worley_noise), 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.
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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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| Angle Offset | Input | Float | None | Offset value for points |
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| Cell Density | Input | Float | None | Density of cells generated |
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| Out | Output | Float | None | Output noise value |
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| Cells | Output | Float | None | Raw cell data |
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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 float2 unity_voronoi_noise_randomVector (float2 UV, float offset)
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{
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float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
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UV = frac(sin(mul(UV, m)) * 46839.32);
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return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
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}
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void Unity_Voronoi_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells)
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{
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float2 g = floor(UV * CellDensity);
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float2 f = frac(UV * CellDensity);
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float t = 8.0;
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float3 res = float3(8.0, 0.0, 0.0);
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for(int y=-1; y<=1; y++)
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{
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for(int x=-1; x<=1; x++)
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{
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float2 lattice = float2(x,y);
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float2 offset = unity_voronoi_noise_randomVector(lattice + g, AngleOffset);
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float d = distance(lattice + offset, f);
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if(d < res.x)
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{
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res = float3(d, offset.x, offset.y);
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Out = res.x;
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Cells = res.y;
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}
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}
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}
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}
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```
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