namespace UnityEngine.MaterialGraph { [Title("Procedural/Noise")] public class NoiseNode : Function1Input, IGeneratesFunction { public NoiseNode() { name = "Noise"; } protected override string GetFunctionName() { return "unity_noise_" + precision; } protected override string GetInputSlotName() { return "UV"; } protected override MaterialSlot GetInputSlot() { return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk("inline float unity_randomValue (float2 uv)", false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); outputString.AddShaderChunk("inline float unity_interpolate (float a, float b, float t)", false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return (1.0-t)*a + (t*b);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); outputString.AddShaderChunk("inline float unity_valueNoise (float2 uv)", false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float2 i = floor(uv);", false); outputString.AddShaderChunk("float2 f = frac(uv);", false); outputString.AddShaderChunk("f = f * f * (3.0 - 2.0 * f);", false); outputString.AddShaderChunk("uv = abs(frac(uv) - 0.5);", false); outputString.AddShaderChunk("float2 c0 = i + float2(0.0, 0.0);", false); outputString.AddShaderChunk("float2 c1 = i + float2(1.0, 0.0);", false); outputString.AddShaderChunk("float2 c2 = i + float2(0.0, 1.0);", false); outputString.AddShaderChunk("float2 c3 = i + float2(1.0, 1.0);", false); outputString.AddShaderChunk("float r0 = unity_randomValue(c0);", false); outputString.AddShaderChunk("float r1 = unity_randomValue(c1);", false); outputString.AddShaderChunk("float r2 = unity_randomValue(c2);", false); outputString.AddShaderChunk("float r3 = unity_randomValue(c3);", false); outputString.AddShaderChunk("float bottomOfGrid = unity_interpolate(r0, r1, f.x);", false); outputString.AddShaderChunk("float topOfGrid = unity_interpolate(r2, r3, f.x);", false); outputString.AddShaderChunk("float t = unity_interpolate(bottomOfGrid, topOfGrid, f.y);", false); outputString.AddShaderChunk("return t;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); outputString.AddShaderChunk(GetFunctionPrototype("uv"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float t = 0.0;", false); outputString.AddShaderChunk("for(int i = 0; i < 3; i++)", false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float freq = pow(2.0, float(i));", false); outputString.AddShaderChunk("float amp = pow(0.5, float(3-i));", false); outputString.AddShaderChunk("t += unity_valueNoise(float2(uv.x/freq, uv.y/freq))*amp;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); outputString.AddShaderChunk("return t;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }