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The Voronoi Noise can now be animated.

/main
bfogerty 8 年前
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1780d88e
共有 1 个文件被更改,包括 19 次插入8 次删除
  1. 27
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/VoronoiNoise.cs

27
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Procedural/VoronoiNoise.cs


namespace UnityEngine.MaterialGraph
{
[Title("Procedural/Voronoi Noise")]
public class VoronoiNoiseNode : Function1Input, IGeneratesFunction
public class VoronoiNoiseNode : Function2Input, IGeneratesFunction
{
public VoronoiNoiseNode()
{

return "unity_voronoinoise_" + precision;
}
protected override string GetInputSlotName()
protected override string GetInputSlot1Name()
protected override MaterialSlot GetInputSlot()
protected override MaterialSlot GetInputSlot1()
{
return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
}
protected override string GetInputSlot2Name()
{
return "AngleOffset";
}
protected override MaterialSlot GetInputSlot2()
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector2.zero);
}
protected override MaterialSlot GetOutputSlot()

{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("inline float unity_voronoi_noise_randomVector (float2 uv)", false);
outputString.AddShaderChunk("inline float2 unity_voronoi_noise_randomVector (float2 uv, float offset)", false);
outputString.AddShaderChunk("return frac(sin(mul(uv, m)) * 46839.32);", false);
outputString.AddShaderChunk("uv = frac(sin(mul(uv, m)) * 46839.32);", false);
outputString.AddShaderChunk("return float2(sin(uv.y*+offset)*0.5+0.5, cos(uv.x*offset)*0.5+0.5);", false);
outputString.AddShaderChunk(GetFunctionPrototype("uv"), false);
outputString.AddShaderChunk(GetFunctionPrototype("uv", "angleOffset"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();

outputString.Indent();
outputString.AddShaderChunk("float2 lattice = float2(x,y);", false);
outputString.AddShaderChunk("float2 offset = unity_voronoi_noise_randomVector(lattice + g);", false);
outputString.AddShaderChunk("float2 offset = unity_voronoi_noise_randomVector(lattice + g, angleOffset);", false);
outputString.AddShaderChunk("float d = distance(lattice + offset, f);", false);
outputString.AddShaderChunk("if(d < res.x)", false);
outputString.AddShaderChunk("{", false);

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