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88 行
3.1 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Noise", "Simple Noise")]
class NoiseNode : CodeFunctionNode
{
public NoiseNode()
{
name = "Simple Noise";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_SimpleNoise", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_SimpleNoise(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 500f, 500f, 500f, 500f)] Vector1 Scale,
[Slot(2, Binding.None)] out Vector1 Out)
{
return
@"
{
$precision t = 0.0;
$precision freq = pow(2.0, $precision(0));
$precision amp = pow(0.5, $precision(3-0));
t += Unity_SimpleNoise_ValueNoise_$precision($precision2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, $precision(1));
amp = pow(0.5, $precision(3-1));
t += Unity_SimpleNoise_ValueNoise_$precision($precision2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, $precision(2));
amp = pow(0.5, $precision(3-2));
t += Unity_SimpleNoise_ValueNoise_$precision($precision2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
Out = t;
}
";
}
public override void GenerateNodeFunction(FunctionRegistry registry, GraphContext graphContext, GenerationMode generationMode)
{
registry.ProvideFunction($"Unity_SimpleNoise_RandomValue_{concretePrecision.ToShaderString()}", s => s.Append(@"
inline $precision Unity_SimpleNoise_RandomValue_$precision ($precision2 uv)
{
return frac(sin(dot(uv, $precision2(12.9898, 78.233)))*43758.5453);
}"));
registry.ProvideFunction($"Unity_SimpleNnoise_Interpolate_{concretePrecision.ToShaderString()}", s => s.Append(@"
inline $precision Unity_SimpleNnoise_Interpolate_$precision ($precision a, $precision b, $precision t)
{
return (1.0-t)*a + (t*b);
}
"));
registry.ProvideFunction($"Unity_SimpleNoise_ValueNoise_{concretePrecision.ToShaderString()}", s => s.Append(@"
inline $precision Unity_SimpleNoise_ValueNoise_$precision ($precision2 uv)
{
$precision2 i = floor(uv);
$precision2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
uv = abs(frac(uv) - 0.5);
$precision2 c0 = i + $precision2(0.0, 0.0);
$precision2 c1 = i + $precision2(1.0, 0.0);
$precision2 c2 = i + $precision2(0.0, 1.0);
$precision2 c3 = i + $precision2(1.0, 1.0);
$precision r0 = Unity_SimpleNoise_RandomValue_$precision(c0);
$precision r1 = Unity_SimpleNoise_RandomValue_$precision(c1);
$precision r2 = Unity_SimpleNoise_RandomValue_$precision(c2);
$precision r3 = Unity_SimpleNoise_RandomValue_$precision(c3);
$precision bottomOfGrid = Unity_SimpleNnoise_Interpolate_$precision(r0, r1, f.x);
$precision topOfGrid = Unity_SimpleNnoise_Interpolate_$precision(r2, r3, f.x);
$precision t = Unity_SimpleNnoise_Interpolate_$precision(bottomOfGrid, topOfGrid, f.y);
return t;
}"));
base.GenerateNodeFunction(registry, graphContext, generationMode);
}
}
}