|
|
|
|
|
|
using System.Reflection; |
|
|
|
using UnityEngine; |
|
|
|
|
|
|
|
namespace UnityEditor.ShaderGraph |
|
|
|
{ |
|
|
|
[Title("Procedural", "Noise", "Gradient Noise")] |
|
|
|
public class GradientNoiseNode : CodeFunctionNode |
|
|
|
{ |
|
|
|
public GradientNoiseNode() |
|
|
|
{ |
|
|
|
name = "Gradient Noise"; |
|
|
|
} |
|
|
|
|
|
|
|
protected override MethodInfo GetFunctionToConvert() |
|
|
|
{ |
|
|
|
return GetType().GetMethod("Unity_GradientNoise", BindingFlags.Static | BindingFlags.NonPublic); |
|
|
|
} |
|
|
|
|
|
|
|
static string Unity_GradientNoise( |
|
|
|
[Slot(0, Binding.MeshUV0)] Vector2 UV, |
|
|
|
[Slot(1, Binding.None, 10, 10, 10, 10)] Vector1 Scale, |
|
|
|
[Slot(2, Binding.None)] out Vector1 Out) |
|
|
|
{ |
|
|
|
return "{ Out = unity_gradientNoise(UV * Scale) + 0.5; }"; |
|
|
|
} |
|
|
|
|
|
|
|
public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) |
|
|
|
{ |
|
|
|
registry.ProvideFunction("unity_gradientNoise_dir", s => s.Append(@"
|
|
|
|
float2 unity_gradientNoise_dir(float2 p) |
|
|
|
{ |
|
|
|
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
|
|
|
|
p = p % 289; |
|
|
|
float x = (34 * p.x + 1) * p.x % 289 + p.y; |
|
|
|
x = (34 * x + 1) * x % 289; |
|
|
|
x = frac(x / 41) * 2 - 1; |
|
|
|
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); |
|
|
|
} |
|
|
|
"));
|
|
|
|
|
|
|
|
registry.ProvideFunction("unity_gradientNoise", s => s.Append(@"
|
|
|
|
float unity_gradientNoise(float2 p) |
|
|
|
{ |
|
|
|
float2 ip = floor(p); |
|
|
|
float2 fp = frac(p); |
|
|
|
float d00 = dot(unity_gradientNoise_dir(ip), fp); |
|
|
|
float d01 = dot(unity_gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1)); |
|
|
|
float d10 = dot(unity_gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0)); |
|
|
|
float d11 = dot(unity_gradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1)); |
|
|
|
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); |
|
|
|
return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x); |
|
|
|
} |
|
|
|
"));
|
|
|
|
|
|
|
|
base.GenerateNodeFunction(registry, generationMode); |
|
|
|
} |
|
|
|
} |
|
|
|
} |