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77 行
2.1 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/Noise")]
public class NoiseNode : CodeFunctionNode
{
public NoiseNode()
{
name = "Noise";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Noise", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Noise(
[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;
for(int i = 0; i < 3; i++)
{
float freq = pow(2.0, float(i));
float amp = pow(0.5, float(3-i));
t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
}
Out = t;
}
";
}
public override void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
string functionPreamble = @"
inline float unity_noise_randomValue (float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
}
inline float unity_noise_interpolate (float a, float b, float t)
{
return (1.0-t)*a + (t*b);
}
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;
}";
visitor.AddShaderChunk(functionPreamble, true);
base.GenerateNodeFunction(visitor, generationMode);
}
}
}