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104 行
2.6 KiB
104 行
2.6 KiB
#ifndef UNITY_RANDOM_INCLUDED
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#define UNITY_RANDOM_INCLUDED
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#if !defined(SHADER_API_GLES)
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// A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm.
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uint JenkinsHash(uint x)
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{
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x += (x << 10u);
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x ^= (x >> 6u);
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x += (x << 3u);
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x ^= (x >> 11u);
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x += (x << 15u);
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return x;
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}
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// Compound versions of the hashing algorithm.
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uint JenkinsHash(uint2 v)
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{
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return JenkinsHash(v.x ^ JenkinsHash(v.y));
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}
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uint JenkinsHash(uint3 v)
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{
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return JenkinsHash(v.x ^ JenkinsHash(v.yz));
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}
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uint JenkinsHash(uint4 v)
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{
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return JenkinsHash(v.x ^ JenkinsHash(v.yzw));
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}
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// Construct a float with half-open range [0, 1) using low 23 bits.
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// All zeros yields 0, all ones yields the next smallest representable value below 1.
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float ConstructFloat(int m) {
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const int ieeeMantissa = 0x007FFFFF; // Binary FP32 mantissa bitmask
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const int ieeeOne = 0x3F800000; // 1.0 in FP32 IEEE
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m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
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m |= ieeeOne; // Add fractional part to 1.0
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float f = asfloat(m); // Range [1, 2)
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return f - 1; // Range [0, 1)
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}
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float ConstructFloat(uint m)
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{
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return ConstructFloat(asint(m));
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}
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// Pseudo-random value in half-open range [0, 1). The distribution is reasonably uniform.
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// Ref: https://stackoverflow.com/a/17479300
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float GenerateHashedRandomFloat(uint x)
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{
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return ConstructFloat(JenkinsHash(x));
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}
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float GenerateHashedRandomFloat(uint2 v)
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{
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return ConstructFloat(JenkinsHash(v));
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}
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float GenerateHashedRandomFloat(uint3 v)
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{
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return ConstructFloat(JenkinsHash(v));
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}
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float GenerateHashedRandomFloat(uint4 v)
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{
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return ConstructFloat(JenkinsHash(v));
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}
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float Hash(uint s)
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{
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s = s ^ 2747636419u;
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s = s * 2654435769u;
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s = s ^ (s >> 16);
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s = s * 2654435769u;
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s = s ^ (s >> 16);
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s = s * 2654435769u;
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return float(s) * rcp(4294967296.0); // 2^-32
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}
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float2 InitRandom(float2 input)
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{
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float2 r;
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r.x = Hash(uint(input.x * UINT_MAX));
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r.y = Hash(uint(input.y * UINT_MAX));
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return r;
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}
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#endif // SHADER_API_GLES
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//From Next Generation Post Processing in Call of Duty: Advanced Warfare [Jimenez 2014]
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// http://advances.realtimerendering.com/s2014/index.html
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float InterleavedGradientNoise(float2 pixCoord, int frameCount)
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{
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const float3 magic = float3(0.06711056f, 0.00583715f, 52.9829189f);
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float2 frameMagicScale = float2(2.083f, 4.867f);
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pixCoord += frameCount * frameMagicScale;
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return frac(magic.z * frac(dot(pixCoord, magic.xy)));
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}
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#endif // UNITY_RANDOM_INCLUDED
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