using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Noise", "Simple Noise")] public class NoiseNode : CodeFunctionNode { public NoiseNode() { name = "Simple Noise"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Simple-Noise-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_SimpleNoise", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_SimpleNoise( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 500f, 500f, 500f, 500f)] Vector1 Scale, [Slot(2, Binding.None)] out Vector1 Out) { return @" { float t = 0.0; float freq = pow(2.0, float(0)); float amp = pow(0.5, float(3-0)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp; Out = t; } "; } public override void GenerateNodeFunction(FunctionRegistry registry, GraphContext graphContext, GenerationMode generationMode) { registry.ProvideFunction("unity_noise_randomValue", s => s.Append(@" inline float unity_noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }")); registry.ProvideFunction("unity_noise_interpolate", s => s.Append(@" inline float unity_noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } ")); registry.ProvideFunction("unity_valueNoise", s => s.Append(@" inline float unity_valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac(uv); f = f * f * (3.0 - 2.0 * f); uv = abs(frac(uv) - 0.5); float2 c0 = i + float2(0.0, 0.0); float2 c1 = i + float2(1.0, 0.0); float2 c2 = i + float2(0.0, 1.0); float2 c3 = i + float2(1.0, 1.0); float r0 = unity_noise_randomValue(c0); float r1 = unity_noise_randomValue(c1); float r2 = unity_noise_randomValue(c2); float r3 = unity_noise_randomValue(c3); float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x); float topOfGrid = unity_noise_interpolate(r2, r3, f.x); float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y); return t; }")); base.GenerateNodeFunction(registry, graphContext, generationMode); } } }