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63 行
2.1 KiB

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