// // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader // // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. // Translation and modification was made by Keijiro Takahashi. // // This shader is based on the webgl-noise GLSL shader. For further details // of the original shader, please see the following description from the // original source code. // // // Description : Array and textureless GLSL 2D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // float3 mod289s(float3 x) { return x - floor(x / 289.0) * 289.0; } float2 mod289f(float2 x) { return x - floor(x / 289.0) * 289.0; } float3 permute(float3 x) { return mod289s((x * 34.0 + 1.0) * x); } float3 taylorInvSqrt(float3 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(float2 v) { const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; i1.x = step(x0.y, x0.x); i1.y = 1.0 - i1.x; // x1 = x0 - i1 + 1.0 * C.xx; // x2 = x0 - 1.0 + 2.0 * C.xx; float2 x1 = x0 + C.xx - i1; float2 x2 = x0 + C.zz; // Permutations i = mod289f(i); // Avoid truncation effects in permutation float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); m = m * m; m = m * m; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; // Normalise gradients implicitly by scaling m m *= taylorInvSqrt(a0 * a0 + h * h); // Compute final noise value at P float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.y = a0.y * x1.x + h.y * x1.y; g.z = a0.z * x2.x + h.z * x2.y; return 130.0 * dot(m, g); } float3 snoise_grad(float2 v) { const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; i1.x = step(x0.y, x0.x); i1.y = 1.0 - i1.x; // x1 = x0 - i1 + 1.0 * C.xx; // x2 = x0 - 1.0 + 2.0 * C.xx; float2 x1 = x0 + C.xx - i1; float2 x2 = x0 + C.zz; // Permutations i = mod289f(i); // Avoid truncation effects in permutation float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); float3 m2 = m * m; float3 m3 = m2 * m; float3 m4 = m2 * m2; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; // Normalise gradients float3 norm = taylorInvSqrt(a0 * a0 + h * h); float2 g0 = float2(a0.x, h.x) * norm.x; float2 g1 = float2(a0.y, h.y) * norm.y; float2 g2 = float2(a0.z, h.z) * norm.z; // Compute noise and gradient at P float2 grad = -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2)); return 130.0 * float3(grad, dot(m4, px)); }