Arnaud Carre
8 年前
当前提交
0bcbf4af
共有 7 个文件被更改,包括 89 次插入 和 11 次删除
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2Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
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5Assets/ScriptableRenderPipeline/Core/Shadow/VectorArray.cs
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5Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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8Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
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4Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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66Assets/ScriptableRenderPipeline/ShaderLibrary/Noise.hlsl
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10Assets/ScriptableRenderPipeline/ShaderLibrary/Noise.hlsl.meta
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#ifndef UNITY_NOISE_INCLUDED |
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#define UNITY_NOISE_INCLUDED |
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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.y) ^ JenkinsHash(v.z)); |
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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.y) ^ JenkinsHash(v.z) ^ JenkinsHash(v.w)); |
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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(uint m) { |
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const uint ieeeMantissa = 0x007FFFFFu; // Binary FP32 mantissa bitmask |
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const uint ieeeOne = 0x3F800000u; // 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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// 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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#endif // UNITY_NOISE_INCLUDED |
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fileFormatVersion: 2 |
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guid: 5918bc8b07f593546974c1961387db77 |
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timeCreated: 1501167559 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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