GradientNoiseNode.cs 2.0 KB

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  1. using System.Reflection;
  2. using UnityEngine;
  3. namespace UnityEditor.ShaderGraph
  4. {
  5. [Title("Procedural", "Noise", "Gradient Noise")]
  6. class GradientNoiseNode : CodeFunctionNode
  7. {
  8. public GradientNoiseNode()
  9. {
  10. name = "Gradient Noise";
  11. }
  12. protected override MethodInfo GetFunctionToConvert()
  13. {
  14. return GetType().GetMethod("Unity_GradientNoise", BindingFlags.Static | BindingFlags.NonPublic);
  15. }
  16. static string Unity_GradientNoise(
  17. [Slot(0, Binding.MeshUV0)] Vector2 UV,
  18. [Slot(1, Binding.None, 10, 10, 10, 10)] Vector1 Scale,
  19. [Slot(2, Binding.None)] out Vector1 Out)
  20. {
  21. return
  22. @"
  23. {
  24. $precision2 p = UV * Scale;
  25. $precision2 ip = floor(p);
  26. $precision2 fp = frac(p);
  27. $precision d00 = dot(Unity_GradientNoise_Dir_$precision(ip), fp);
  28. $precision d01 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(0, 1)), fp - $precision2(0, 1));
  29. $precision d10 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(1, 0)), fp - $precision2(1, 0));
  30. $precision d11 = dot(Unity_GradientNoise_Dir_$precision(ip + $precision2(1, 1)), fp - $precision2(1, 1));
  31. fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
  32. Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
  33. }
  34. ";
  35. }
  36. public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
  37. {
  38. registry.ProvideFunction($"Unity_GradientNoise_Dir_{concretePrecision.ToShaderString()}", s => s.Append(@"
  39. $precision2 Unity_GradientNoise_Dir_$precision($precision2 p)
  40. {
  41. // Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
  42. p = p % 289;
  43. $precision x = (34 * p.x + 1) * p.x % 289 + p.y;
  44. x = (34 * x + 1) * x % 289;
  45. x = frac(x / 41) * 2 - 1;
  46. return normalize($precision2(x - floor(x + 0.5), abs(x) - 0.5));
  47. }
  48. "));
  49. base.GenerateNodeFunction(registry, generationMode);
  50. }
  51. }
  52. }