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92 行
2.7 KiB

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);
}
}
}