diff options
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader')
-rw-r--r-- | Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader | 267 |
1 files changed, 0 insertions, 267 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader b/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader deleted file mode 100644 index a8b92866..00000000 --- a/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader +++ /dev/null @@ -1,267 +0,0 @@ -Shader "Hidden/NoiseGeneratorNode" -{ - Properties - { - _A ("_RGB", 2D) = "white" {} - _B ("_RGB", 2D) = "white" {} - _To01Range ("_To01Range", Float) = 0 - } - - SubShader - { - CGINCLUDE - sampler2D _A; - sampler2D _B; - float _To01Range; - ENDCG - - Pass //Simplex2D - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - - float3 mod2D289 ( float3 x ) { return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289 ( float2 x ) { return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute ( float3 x ) { return mod2D289 ( ( ( x * 34.0 ) + 1.0 ) * x ); } - - float snoise ( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor ( v + dot ( v, C.yy ) ); - float2 x0 = v - i + dot ( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289 ( i ); - float3 p = permute ( permute ( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max ( 0.5 - float3( dot ( x0, x0 ), dot ( x12.xy, x12.xy ), dot ( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac ( p * C.www ) - 1.0; - float3 h = abs ( x ) - 0.5; - float3 ox = floor ( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot ( m, g ); - } - float4 frag(v2f_img i) : SV_Target - { - float2 size = tex2D( _A, i.uv ).rg; - float scale = tex2D (_B, i.uv).r; - float noiseVal = snoise ( size * scale ); - noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; - return float4( noiseVal.xxx, 1); - } - ENDCG - } - - Pass //Simplex3D - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - float3 mod3D289 ( float3 x ) { return x - floor ( x / 289.0 ) * 289.0; } - - float4 mod3D289 ( float4 x ) { return x - floor ( x / 289.0 ) * 289.0; } - - float4 permute ( float4 x ) { return mod3D289 ( ( x * 34.0 + 1.0 ) * x ); } - - float4 taylorInvSqrt ( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } - - float snoise ( float3 v ) - { - const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); - float3 i = floor ( v + dot ( v, C.yyy ) ); - float3 x0 = v - i + dot ( i, C.xxx ); - float3 g = step ( x0.yzx, x0.xyz ); - float3 l = 1.0 - g; - float3 i1 = min ( g.xyz, l.zxy ); - float3 i2 = max ( g.xyz, l.zxy ); - float3 x1 = x0 - i1 + C.xxx; - float3 x2 = x0 - i2 + C.yyy; - float3 x3 = x0 - 0.5; - i = mod3D289 ( i ); - float4 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 ) ); - float4 j = p - 49.0 * floor ( p / 49.0 ); // mod(p,7*7) - float4 x_ = floor ( j / 7.0 ); - float4 y_ = floor ( j - 7.0 * x_ ); // mod(j,N) - float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; - float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; - float4 h = 1.0 - abs ( x ) - abs ( y ); - float4 b0 = float4( x.xy, y.xy ); - float4 b1 = float4( x.zw, y.zw ); - float4 s0 = floor ( b0 ) * 2.0 + 1.0; - float4 s1 = floor ( b1 ) * 2.0 + 1.0; - float4 sh = -step ( h, 0.0 ); - float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; - float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; - float3 g0 = float3( a0.xy, h.x ); - float3 g1 = float3( a0.zw, h.y ); - float3 g2 = float3( a1.xy, h.z ); - float3 g3 = float3( a1.zw, h.w ); - float4 norm = taylorInvSqrt ( float4( dot ( g0, g0 ), dot ( g1, g1 ), dot ( g2, g2 ), dot ( g3, g3 ) ) ); - g0 *= norm.x; - g1 *= norm.y; - g2 *= norm.z; - g3 *= norm.w; - float4 m = max ( 0.6 - float4( dot ( x0, x0 ), dot ( x1, x1 ), dot ( x2, x2 ), dot ( x3, x3 ) ), 0.0 ); - m = m* m; - m = m* m; - float4 px = float4( dot ( x0, g0 ), dot ( x1, g1 ), dot ( x2, g2 ), dot ( x3, g3 ) ); - return 42.0 * dot ( m, px ); - } - - float4 frag ( v2f_img i ) : SV_Target - { - float3 size = tex2D ( _A, i.uv ).rgb; - float scale = tex2D (_B, i.uv).r; - float noiseVal = snoise ( size * scale ); - noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; - return float4( noiseVal.xxx, 1 ); - } - ENDCG - } - - Pass // Gradient - Shader Toy - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - //https://www.shadertoy.com/view/XdXGW8 - float2 GradientNoiseDir (float2 x) - { - const float2 k = float2(0.3183099, 0.3678794); - x = x * k + k.yx; - return -1.0 + 2.0 * frac (16.0 * k * frac (x.x * x.y * (x.x + x.y))); - } - - float GradientNoise (float2 UV, float Scale) - { - float2 p = UV * Scale; - float2 i = floor (p); - float2 f = frac (p); - float2 u = f * f * (3.0 - 2.0 * f); - return lerp (lerp (dot (GradientNoiseDir (i + float2(0.0, 0.0)), f - float2(0.0, 0.0)), - dot (GradientNoiseDir (i + float2(1.0, 0.0)), f - float2(1.0, 0.0)), u.x), - lerp (dot (GradientNoiseDir (i + float2(0.0, 1.0)), f - float2(0.0, 1.0)), - dot (GradientNoiseDir (i + float2(1.0, 1.0)), f - float2(1.0, 1.0)), u.x), u.y); - } - - float4 frag (v2f_img i) : SV_Target - { - float3 size = tex2D (_A, i.uv).rgb; - float scale = tex2D (_B, i.uv).r; - float noiseVal = GradientNoise (size , scale); - noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; - return float4(noiseVal.xxx, 1); - } - ENDCG - } - - Pass // Gradient - Unity - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - float2 UnityGradientNoiseDir (float2 p) - { - p = fmod (p , 289); - float x = fmod ((34 * p.x + 1) * p.x , 289) + p.y; - x = fmod ((34 * x + 1) * x , 289); - x = frac (x / 41) * 2 - 1; - return normalize (float2(x - floor (x + 0.5), abs (x) - 0.5)); - } - - float UnityGradientNoise (float2 UV, float Scale) - { - float2 p = UV * Scale; - float2 ip = floor (p); - float2 fp = frac (p); - float d00 = dot (UnityGradientNoiseDir (ip), fp); - float d01 = dot (UnityGradientNoiseDir (ip + float2(0, 1)), fp - float2(0, 1)); - float d10 = dot (UnityGradientNoiseDir (ip + float2(1, 0)), fp - float2(1, 0)); - float d11 = dot (UnityGradientNoiseDir (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) + 0.5; - } - - float4 frag (v2f_img i) : SV_Target - { - float3 size = tex2D (_A, i.uv).rgb; - float scale = tex2D (_B, i.uv).r; - float noiseVal = UnityGradientNoise(size , scale); - noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; - return float4(noiseVal.xxx, 1); - } - ENDCG - } - - Pass // Simple - { - CGPROGRAM - #include "UnityCG.cginc" - #pragma vertex vert_img - #pragma fragment frag - - inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } - inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } - inline float 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 = noise_randomValue( c0 ); - float r1 = noise_randomValue( c1 ); - float r2 = noise_randomValue( c2 ); - float r3 = noise_randomValue( c3 ); - float bottomOfGrid = noise_interpolate( r0, r1, f.x ); - float topOfGrid = noise_interpolate( r2, r3, f.x ); - float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); - return t; - } - - float SimpleNoise(float2 UV) - { - float t = 0.0; - float freq = pow( 2.0, float( 0 ) ); - float amp = pow( 0.5, float( 3 - 0 ) ); - t += valueNoise( UV/freq )*amp; - freq = pow(2.0, float(1)); - amp = pow(0.5, float(3-1)); - t += valueNoise( UV/freq )*amp; - freq = pow(2.0, float(2)); - amp = pow(0.5, float(3-2)); - t += valueNoise( UV/freq )*amp; - return t; - } - - float4 frag (v2f_img i) : SV_Target - { - float3 size = tex2D (_A, i.uv).rgb; - float scale = tex2D (_B, i.uv).r; - float noiseVal = SimpleNoise(size * scale); - noiseVal = (_To01Range == 0) ? noiseVal * 2 - 1 : noiseVal; - return float4(noiseVal.xxx, 1); - } - ENDCG - } - } -} |