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58 行
1.9 KiB
58 行
1.9 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural", "Noise", "Gradient Noise")]
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public class GradientNoiseNode : CodeFunctionNode
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{
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public GradientNoiseNode()
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{
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name = "Gradient Noise";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_GradientNoise", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_GradientNoise(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 10, 10, 10, 10)] Vector1 Scale,
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[Slot(2, Binding.None)] out Vector1 Out)
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{
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return "{ Out = unity_gradientNoise(UV * Scale) + 0.5; }";
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}
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public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction("unity_gradientNoise_dir", s => s.Append(@"
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float2 unity_gradientNoise_dir(float2 p)
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{
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// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
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p = p % 289;
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float x = (34 * p.x + 1) * p.x % 289 + p.y;
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x = (34 * x + 1) * x % 289;
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x = frac(x / 41) * 2 - 1;
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return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
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}
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"));
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registry.ProvideFunction("unity_gradientNoise", s => s.Append(@"
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float unity_gradientNoise(float2 p)
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{
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float2 ip = floor(p);
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float2 fp = frac(p);
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float d00 = dot(unity_gradientNoise_dir(ip), fp);
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float d01 = dot(unity_gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1));
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float d10 = dot(unity_gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0));
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float d11 = dot(unity_gradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1));
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fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
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return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x);
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}
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"));
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base.GenerateNodeFunction(registry, generationMode);
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}
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}
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}
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