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); } } }