using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Noise", "Voronoi")] public class VoronoiNode : CodeFunctionNode { public VoronoiNode() { name = "Voronoi"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Voronoi", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Voronoi( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 2.0f, 0, 0, 0)] Vector1 AngleOffset, [Slot(2, Binding.None, 5.0f, 5.0f, 5.0f, 5.0f)] Vector1 CellDensity, [Slot(3, Binding.None)] out Vector1 Out, [Slot(4, Binding.None)] out Vector1 Cells) { return @" { float2 g = floor(UV * CellDensity); float2 f = frac(UV * CellDensity); float t = 8.0; float3 res = float3(8.0, 0.0, 0.0); for(int y=-1; y<=1; y++) { for(int x=-1; x<=1; x++) { float2 lattice = float2(x,y); float2 offset = unity_voronoi_noise_randomVector(lattice + g, AngleOffset); float d = distance(lattice + offset, f); if(d < res.x) { res = float3(d, offset.x, offset.y); Out = res.x; Cells = res.y; } } } } "; } public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) { registry.ProvideFunction("unity_voronoi_noise_randomVector", s => s.Append(@" inline float2 unity_voronoi_noise_randomVector (float2 UV, float offset) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); UV = frac(sin(mul(UV, m)) * 46839.32); return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); } ")); base.GenerateNodeFunction(registry, generationMode); } } }