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diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/NoiseGeneratorNode.cs
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+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+// Based on the work by https://github.com/keijiro/NoiseShader
+
+using System;
+using UnityEditor;
+using UnityEngine;
+
+namespace AmplifyShaderEditor
+{
+ public enum NoiseGeneratorType
+ {
+ Simplex2D,
+ Simplex3D,
+ Gradient,
+ Simple
+ };
+
+ [Serializable]
+ [NodeAttributes( "Noise Generator", "Miscellaneous", "Collection of procedural noise generators", tags: "simplex gradient" )]
+ public sealed class NoiseGeneratorNode : ParentNode
+ {
+ private const string TypeLabelStr = "Type";
+ private const string SetTo01RangeOpStr = "{0} = {0}*0.5 + 0.5;";
+ private const string SetToMinus1To1RangeOpStr = "{0} = {0}*2 - 1;";
+ private const string SetTo01RangeLabel = "0-1 Range";
+ private const string SetTo01RangePreviewId = "_To01Range";
+ private const string UseUnityVersionLabel = "Use Unity Version";
+
+ // Simple
+ private const string SimpleNoiseRandomValueFunc = "inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }";
+ private const string SimpleNoiseInterpolateFunc = "inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }";
+ private const string SimpleValueNoiseHeader = "inline float valueNoise (float2 uv)";
+ private readonly string[] SimpleValueNoiseBody = { "inline float valueNoise (float2 uv)\n",
+ "{\n",
+ "\tfloat2 i = floor(uv);\n",
+ "\tfloat2 f = frac( uv );\n",
+ "\tf = f* f * (3.0 - 2.0 * f);\n",
+ "\tuv = abs( frac(uv) - 0.5);\n",
+ "\tfloat2 c0 = i + float2( 0.0, 0.0 );\n",
+ "\tfloat2 c1 = i + float2( 1.0, 0.0 );\n",
+ "\tfloat2 c2 = i + float2( 0.0, 1.0 );\n",
+ "\tfloat2 c3 = i + float2( 1.0, 1.0 );\n",
+ "\tfloat r0 = noise_randomValue( c0 );\n",
+ "\tfloat r1 = noise_randomValue( c1 );\n",
+ "\tfloat r2 = noise_randomValue( c2 );\n",
+ "\tfloat r3 = noise_randomValue( c3 );\n",
+ "\tfloat bottomOfGrid = noise_interpolate( r0, r1, f.x );\n",
+ "\tfloat topOfGrid = noise_interpolate( r2, r3, f.x );\n",
+ "\tfloat t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );\n",
+ "\treturn t;\n",
+ "}\n"};
+
+ private const string SimpleNoiseHeader = "float SimpleNoise(float2 UV, float Scale)";
+ private const string SimpleNoiseFunc = "SimpleNoise( {0} )";
+ private readonly string[] SimpleNoiseBody = { "float SimpleNoise(float2 UV)\n",
+ "{\n",
+ "\tfloat t = 0.0;\n",
+ "\tfloat freq = pow( 2.0, float( 0 ) );\n",
+ "\tfloat amp = pow( 0.5, float( 3 - 0 ) );\n",
+ "\tt += valueNoise( UV/freq )*amp;\n",
+ "\tfreq = pow(2.0, float(1));\n",
+ "\tamp = pow(0.5, float(3-1));\n",
+ "\tt += valueNoise( UV/freq )*amp;\n",
+ "\tfreq = pow(2.0, float(2));\n",
+ "\tamp = pow(0.5, float(3-2));\n",
+ "\tt += valueNoise( UV/freq )*amp;\n",
+ "\treturn t;\n",
+ "}\n"};
+
+ // Simplex 2D
+ private const string Simplex2DFloat3Mod289Func = "float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }";
+ private const string Simplex2DFloat2Mod289Func = "float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }";
+ private const string Simplex2DPermuteFunc = "float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }";
+
+ private const string SimplexNoise2DHeader = "float snoise( float2 v )";
+ private const string SimplexNoise2DFunc = "snoise( {0} )";
+ private readonly string[] SimplexNoise2DBody = {"float snoise( float2 v )\n",
+ "{\n",
+ "\tconst float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );\n",
+ "\tfloat2 i = floor( v + dot( v, C.yy ) );\n",
+ "\tfloat2 x0 = v - i + dot( i, C.xx );\n",
+ "\tfloat2 i1;\n",
+ "\ti1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );\n",
+ "\tfloat4 x12 = x0.xyxy + C.xxzz;\n",
+ "\tx12.xy -= i1;\n",
+ "\ti = mod2D289( i );\n",
+ "\tfloat3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );\n",
+ "\tfloat3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );\n",
+ "\tm = m * m;\n",
+ "\tm = m * m;\n",
+ "\tfloat3 x = 2.0 * frac( p * C.www ) - 1.0;\n",
+ "\tfloat3 h = abs( x ) - 0.5;\n",
+ "\tfloat3 ox = floor( x + 0.5 );\n",
+ "\tfloat3 a0 = x - ox;\n",
+ "\tm *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );\n",
+ "\tfloat3 g;\n",
+ "\tg.x = a0.x * x0.x + h.x * x0.y;\n",
+ "\tg.yz = a0.yz * x12.xz + h.yz * x12.yw;\n",
+ "\treturn 130.0 * dot( m, g );\n",
+ "}\n"};
+ // Simplex 3D
+
+
+
+ private const string Simplex3DFloat3Mod289 = "float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }";
+ private const string Simplex3DFloat4Mod289 = "float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }";
+ private const string Simplex3DFloat4Permute = "float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }";
+ private const string TaylorInvSqrtFunc = "float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }";
+
+ private const string SimplexNoise3DHeader = "float snoise( float3 v )";
+ private const string SimplexNoise3DFunc = "snoise( {0} )";
+ private readonly string[] SimplexNoise3DBody =
+ {
+ "float snoise( float3 v )\n",
+ "{\n",
+ "\tconst float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );\n",
+ "\tfloat3 i = floor( v + dot( v, C.yyy ) );\n",
+ "\tfloat3 x0 = v - i + dot( i, C.xxx );\n",
+ "\tfloat3 g = step( x0.yzx, x0.xyz );\n",
+ "\tfloat3 l = 1.0 - g;\n",
+ "\tfloat3 i1 = min( g.xyz, l.zxy );\n",
+ "\tfloat3 i2 = max( g.xyz, l.zxy );\n",
+ "\tfloat3 x1 = x0 - i1 + C.xxx;\n",
+ "\tfloat3 x2 = x0 - i2 + C.yyy;\n",
+ "\tfloat3 x3 = x0 - 0.5;\n",
+ "\ti = mod3D289( i);\n",
+ "\tfloat4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );\n",
+ "\tfloat4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)\n",
+ "\tfloat4 x_ = floor( j / 7.0 );\n",
+ "\tfloat4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)\n",
+ "\tfloat4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n",
+ "\tfloat4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n",
+ "\tfloat4 h = 1.0 - abs( x ) - abs( y );\n",
+ "\tfloat4 b0 = float4( x.xy, y.xy );\n",
+ "\tfloat4 b1 = float4( x.zw, y.zw );\n",
+ "\tfloat4 s0 = floor( b0 ) * 2.0 + 1.0;\n",
+ "\tfloat4 s1 = floor( b1 ) * 2.0 + 1.0;\n",
+ "\tfloat4 sh = -step( h, 0.0 );\n",
+ "\tfloat4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n",
+ "\tfloat4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n",
+ "\tfloat3 g0 = float3( a0.xy, h.x );\n",
+ "\tfloat3 g1 = float3( a0.zw, h.y );\n",
+ "\tfloat3 g2 = float3( a1.xy, h.z );\n",
+ "\tfloat3 g3 = float3( a1.zw, h.w );\n",
+ "\tfloat4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );\n",
+ "\tg0 *= norm.x;\n",
+ "\tg1 *= norm.y;\n",
+ "\tg2 *= norm.z;\n",
+ "\tg3 *= norm.w;\n",
+ "\tfloat4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n",
+ "\tm = m* m;\n",
+ "\tm = m* m;\n",
+ "\tfloat4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );\n",
+ "\treturn 42.0 * dot( m, px);\n",
+ "}\n"
+ };
+
+ //Gradient Noise
+ private readonly string UnityGradientNoiseFunc = "UnityGradientNoise({0},{1})";
+ private readonly string[] UnityGradientNoiseFunctionsBody =
+ {
+ "float2 UnityGradientNoiseDir( float2 p )\n",
+ "{\n",
+ "\tp = fmod(p , 289);\n",
+ "\tfloat x = fmod((34 * p.x + 1) * p.x , 289) + p.y;\n",
+ "\tx = fmod( (34 * x + 1) * x , 289);\n",
+ "\tx = frac( x / 41 ) * 2 - 1;\n",
+ "\treturn normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );\n",
+ "}\n",
+ "\n",
+ "float UnityGradientNoise( float2 UV, float Scale )\n",
+ "{\n",
+ "\tfloat2 p = UV * Scale;\n",
+ "\tfloat2 ip = floor( p );\n",
+ "\tfloat2 fp = frac( p );\n",
+ "\tfloat d00 = dot( UnityGradientNoiseDir( ip ), fp );\n",
+ "\tfloat d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );\n",
+ "\tfloat d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );\n",
+ "\tfloat d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );\n",
+ "\tfp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );\n",
+ "\treturn lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;\n",
+ "}\n"
+ };
+ private readonly string GradientNoiseFunc = "GradientNoise({0},{1})";
+ private readonly string[] GradientNoiseFunctionsBody =
+ {
+ "//https://www.shadertoy.com/view/XdXGW8\n",
+ "float2 GradientNoiseDir( float2 x )\n",
+ "{\n",
+ "\tconst float2 k = float2( 0.3183099, 0.3678794 );\n",
+ "\tx = x * k + k.yx;\n",
+ "\treturn -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );\n",
+ "}\n",
+ "\n",
+ "float GradientNoise( float2 UV, float Scale )\n",
+ "{\n",
+ "\tfloat2 p = UV * Scale;\n",
+ "\tfloat2 i = floor( p );\n",
+ "\tfloat2 f = frac( p );\n",
+ "\tfloat2 u = f * f * ( 3.0 - 2.0 * f );\n",
+ "\treturn lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),\n",
+ "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),\n",
+ "\t\t\tlerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),\n",
+ "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );\n",
+ "}\n"
+ };
+
+ [SerializeField]
+ private NoiseGeneratorType m_type = NoiseGeneratorType.Simplex2D;
+
+ [SerializeField]
+ private bool m_setTo01Range = true;
+
+ [SerializeField]
+ private bool m_unityVersion = false;
+ private int m_setTo01RangePreviewId;
+
+ private UpperLeftWidgetHelper m_upperLeftWidget = new UpperLeftWidgetHelper();
+
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ AddInputPort( WirePortDataType.FLOAT2, false, "UV" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Scale" );
+ m_inputPorts[ 1 ].FloatInternalData = 1;
+ AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
+ m_useInternalPortData = true;
+ m_autoWrapProperties = true;
+ m_hasLeftDropdown = true;
+ SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) );
+ m_previewShaderGUID = "cd2d37ef5da190b42a91a5a690ba2a7d";
+ ConfigurePorts();
+ }
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+ m_setTo01RangePreviewId = Shader.PropertyToID( SetTo01RangePreviewId );
+ }
+
+ public override void AfterCommonInit()
+ {
+ base.AfterCommonInit();
+ if( PaddingTitleLeft == 0 )
+ {
+ PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
+ if( PaddingTitleRight == 0 )
+ PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
+ }
+ }
+
+ public override void Destroy()
+ {
+ base.Destroy();
+ m_upperLeftWidget = null;
+ }
+
+ public override void SetPreviewInputs()
+ {
+ base.SetPreviewInputs();
+ float range01 = m_setTo01Range ? 1 : 0;
+ PreviewMaterial.SetFloat( m_setTo01RangePreviewId, range01 );
+ }
+
+ public override void Draw( DrawInfo drawInfo )
+ {
+ base.Draw( drawInfo );
+ m_upperLeftWidget.DrawWidget<NoiseGeneratorType>( ref m_type, this, OnWidgetUpdate );
+ }
+
+ private readonly Action<ParentNode> OnWidgetUpdate = ( x ) =>
+ {
+ ( x as NoiseGeneratorNode ).ConfigurePorts();
+ };
+
+ public override void DrawProperties()
+ {
+ base.DrawProperties();
+ EditorGUI.BeginChangeCheck();
+ m_type = (NoiseGeneratorType)EditorGUILayoutEnumPopup( TypeLabelStr, m_type );
+ if( EditorGUI.EndChangeCheck() )
+ {
+ ConfigurePorts();
+ }
+
+ m_setTo01Range = EditorGUILayoutToggle( SetTo01RangeLabel, m_setTo01Range );
+
+ if( m_type == NoiseGeneratorType.Gradient )
+ {
+ EditorGUI.BeginChangeCheck();
+ m_unityVersion = EditorGUILayoutToggle( UseUnityVersionLabel, m_unityVersion );
+ if( EditorGUI.EndChangeCheck() )
+ {
+ ConfigurePorts();
+ }
+ }
+ //EditorGUILayout.HelpBox( "Node still under construction. Use with caution", MessageType.Info );
+ }
+
+ private void ConfigurePorts()
+ {
+ SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) );
+
+ switch( m_type )
+ {
+ case NoiseGeneratorType.Simplex2D:
+ {
+ m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false );
+ m_previewMaterialPassId = 0;
+ }
+ break;
+
+ case NoiseGeneratorType.Simplex3D:
+ {
+ m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false );
+ m_previewMaterialPassId = 1;
+ }
+ break;
+ case NoiseGeneratorType.Gradient:
+ {
+ m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false );
+ m_previewMaterialPassId = m_unityVersion ? 3 : 2;
+ }
+ break;
+ case NoiseGeneratorType.Simple:
+ {
+ m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false );
+ m_previewMaterialPassId = 4;
+ }
+ break;
+ }
+ PreviewIsDirty = true;
+ }
+
+ public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ if( m_outputPorts[ outputId ].IsLocalValue( dataCollector.PortCategory ) )
+ {
+ return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory );
+ }
+
+ string size = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
+ string scale = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
+
+ switch( m_type )
+ {
+ case NoiseGeneratorType.Simplex2D:
+ {
+
+ string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat3Mod289Func : "\t\t" + Simplex2DFloat3Mod289Func;
+ dataCollector.AddFunction( Simplex2DFloat3Mod289Func, float3Mod289Func );
+
+ string float2Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat2Mod289Func : "\t\t" + Simplex2DFloat2Mod289Func;
+ dataCollector.AddFunction( Simplex2DFloat2Mod289Func, float2Mod289Func );
+
+ string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex2DPermuteFunc : "\t\t" + Simplex2DPermuteFunc;
+ dataCollector.AddFunction( Simplex2DPermuteFunc, permuteFunc );
+
+ dataCollector.AddFunction( SimplexNoise2DHeader, SimplexNoise2DBody, false );
+
+
+ if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f )
+ {
+ size = string.Format( "{0}*{1}", size, scale );
+ }
+
+ RegisterLocalVariable( 0, string.Format( SimplexNoise2DFunc, size ), ref dataCollector, ( "simplePerlin2D" + OutputId ) );
+ }
+ break;
+ case NoiseGeneratorType.Simplex3D:
+ {
+
+ string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat3Mod289 : "\t\t" + Simplex3DFloat3Mod289;
+ dataCollector.AddFunction( Simplex3DFloat3Mod289, float3Mod289Func );
+
+ string float4Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Mod289 : "\t\t" + Simplex3DFloat4Mod289;
+ dataCollector.AddFunction( Simplex3DFloat4Mod289, float4Mod289Func );
+
+ string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Permute : "\t\t" + Simplex3DFloat4Permute;
+ dataCollector.AddFunction( Simplex3DFloat4Permute, permuteFunc );
+
+ string taylorInvSqrtFunc = ( dataCollector.IsTemplate ) ? TaylorInvSqrtFunc : "\t\t" + TaylorInvSqrtFunc;
+ dataCollector.AddFunction( TaylorInvSqrtFunc, taylorInvSqrtFunc );
+
+ dataCollector.AddFunction( SimplexNoise3DHeader, SimplexNoise3DBody, false );
+
+ if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f )
+ {
+ size = string.Format( "{0}*{1}", size, scale );
+ }
+
+ RegisterLocalVariable( 0, string.Format( SimplexNoise3DFunc, size ), ref dataCollector, ( "simplePerlin3D" + OutputId ) );
+ }
+ break;
+
+ case NoiseGeneratorType.Gradient:
+ {
+ string[] body = m_unityVersion ? UnityGradientNoiseFunctionsBody : GradientNoiseFunctionsBody;
+ string func = m_unityVersion ? UnityGradientNoiseFunc : GradientNoiseFunc;
+
+ dataCollector.AddFunction( body[ 0 ], body, false);
+ RegisterLocalVariable( 0, string.Format( func, size, scale ), ref dataCollector, ( "gradientNoise" + OutputId ) );
+ }
+ break;
+
+ case NoiseGeneratorType.Simple:
+ {
+ string randomValue = ( dataCollector.IsTemplate ) ? SimpleNoiseRandomValueFunc : "\t\t" + SimpleNoiseRandomValueFunc;
+ dataCollector.AddFunction( SimpleNoiseRandomValueFunc, randomValue );
+
+ string interpolate = ( dataCollector.IsTemplate ) ? SimpleNoiseInterpolateFunc : "\t\t" + SimpleNoiseInterpolateFunc;
+ dataCollector.AddFunction( SimpleNoiseInterpolateFunc, interpolate );
+
+ dataCollector.AddFunction( SimpleValueNoiseHeader, SimpleValueNoiseBody, false );
+
+ dataCollector.AddFunction( SimpleNoiseHeader, SimpleNoiseBody, false );
+
+ if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f )
+ {
+ size = string.Format( "{0}*{1}", size, scale );
+ }
+ RegisterLocalVariable( 0, string.Format( SimpleNoiseFunc, size ), ref dataCollector, ( "simpleNoise" + OutputId ) );
+ }
+ break;
+ }
+
+ if( m_type == NoiseGeneratorType.Simple && !m_setTo01Range )
+ {
+ dataCollector.AddLocalVariable( outputId, string.Format( SetToMinus1To1RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) );
+ }
+
+ if( m_setTo01Range && m_type != NoiseGeneratorType.Simple )
+ {
+ dataCollector.AddLocalVariable( outputId, string.Format( SetTo01RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) );
+ }
+
+ return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory );
+ }
+
+ public override void ReadFromString( ref string[] nodeParams )
+ {
+ base.ReadFromString( ref nodeParams );
+ m_type = (NoiseGeneratorType)Enum.Parse( typeof( NoiseGeneratorType ), GetCurrentParam( ref nodeParams ) );
+ if( UIUtils.CurrentShaderVersion() < 16903 )
+ {
+ m_setTo01Range = false;
+ }
+ else
+ {
+ m_setTo01Range = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
+ m_unityVersion = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
+ }
+
+ ConfigurePorts();
+ }
+
+ public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
+ {
+ base.WriteToString( ref nodeInfo, ref connectionsInfo );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_type );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_setTo01Range );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_unityVersion );
+ }
+ }
+}