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71 行
1.9 KiB

using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("Procedural/Voronoi Noise")]
public class VoronoiNoiseNode : CodeFunctionNode
{
public VoronoiNoiseNode()
{
name = "VoronoiNoise";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_VoronoiNoise", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_VoronoiNoise(
[Slot(0, Binding.MeshUV0)] Vector2 uv,
[Slot(1, Binding.None, 2.0f, 0,0,0)] Vector1 angleOffset,
[Slot(2, Binding.None)] out Vector1 n1,
[Slot(2, Binding.None)] out Vector1 n2,
[Slot(2, Binding.None)] out Vector1 n3)
{
return
@"
{
float2 g = floor(uv);
float2 f = frac(uv);
float t = 8.0;
float3 res = float3(8.0, 0.0, 0.0);
for(int y=-1; y<=1; y++)
{
for(int x=-1; x<=1; x++)
{
float2 lattice = float2(x,y);
float2 offset = unity_voronoi_noise_randomVector(lattice + g, angleOffset);
float d = distance(lattice + offset, f);
if(d < res.x)
{
res = float3(d, offset.x, offset.y);
n1 = res.x;
n2 = res.y;
n3 = 1.0 - res.x;
}
}
}
}
";
}
public override void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var preamble = @"
inline float2 unity_voronoi_noise_randomVector (float2 uv, float offset)
{
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
uv = frac(sin(mul(uv, m)) * 46839.32);
return float2(sin(uv.y*+offset)*0.5+0.5, cos(uv.x*offset)*0.5+0.5);
}
";
visitor.AddShaderChunk(preamble, true);
base.GenerateNodeFunction(visitor, generationMode);
}
}
}