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58 行
2.0 KiB
58 行
2.0 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural", "Noise", "Gradient Noise")]
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class GradientNoiseNode : CodeFunctionNode
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{
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public GradientNoiseNode()
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{
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name = "Gradient Noise";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_GradientNoise", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_GradientNoise(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 10, 10, 10, 10)] Vector1 Scale,
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[Slot(2, Binding.None)] out Vector1 Out)
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{
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return
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@"
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{
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$precision2 p = UV * Scale;
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$precision2 ip = floor(p);
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$precision2 fp = frac(p);
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$precision d00 = dot(Unity_GradientNoise_Dir_$precision(ip), fp);
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$precision d01 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(0, 1)), fp - $precision2(0, 1));
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$precision d10 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(1, 0)), fp - $precision2(1, 0));
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$precision d11 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(1, 1)), fp - $precision2(1, 1));
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fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
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Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
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}
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";
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}
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public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction($"Unity_GradientNoise_Dir_{concretePrecision.ToShaderString()}", s => s.Append(@"
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$precision2 Unity_GradientNoise_Dir_$precision($precision2 p)
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{
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// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
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p = p % 289;
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$precision x = (34 * p.x + 1) * p.x % 289 + p.y;
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x = (34 * x + 1) * x % 289;
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x = frac(x / 41) * 2 - 1;
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return normalize($precision2(x - floor(x + 0.5), abs(x) - 0.5));
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}
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"));
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base.GenerateNodeFunction(registry, generationMode);
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}
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}
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}
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