Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Voronoi-Node.md

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2024-05-06 14:45:45 -04:00
# Voronoi Node
## Description
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.
## 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;
}
}
}
}
```