一些特效

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Noise Shader Library for Unity
==============================
**NoiseShader** is a Unity package that provides 2D/3D gradient noise
functions written in the shader language. These functions are ported from the
[webgl-noise] library that is originally written by Stefan Gustavson and Ahima
Arts.
[webgl-noise]: https://github.com/ashima/webgl-noise
At the moment, it contains the following functions:
- Classic Perlin noise (2D/3D)
- Periodic Perlin noise (2D/3D)
- Simplex noise (2D/3D)
- Analytical derivatives of simplex noise (2D/3D)
How To Install
--------------
This package uses the [scoped registry] feature to resolve package dependencies.
Please add the following sections to the manifest file (Packages/manifest.json).
[scoped registry]: https://docs.unity3d.com/Manual/upm-scoped.html
To the `scopedRegistries` section:
```
{
"name": "Keijiro",
"url": "https://registry.npmjs.com",
"scopes": [ "jp.keijiro" ]
}
```
To the `dependencies` section:
```
"jp.keijiro.noiseshader": "2.0.0"
```
After changes, the manifest file should look like below:
```
{
"scopedRegistries": [
{
"name": "Keijiro",
"url": "https://registry.npmjs.com",
"scopes": [ "jp.keijiro" ]
}
],
"dependencies": {
"jp.keijiro.noiseshader": "2.0.0",
...
```

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//
// GLSL textureless classic 2D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-08-22
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
#include "Common.hlsl"
float ClassicNoise_impl(float2 pi0, float2 pf0, float2 pi1, float2 pf1)
{
pi0 = wglnoise_mod289(pi0); // To avoid truncation effects in permutation
pi1 = wglnoise_mod289(pi1);
float4 ix = float2(pi0.x, pi1.x).xyxy;
float4 iy = float2(pi0.y, pi1.y).xxyy;
float4 fx = float2(pf0.x, pf1.x).xyxy;
float4 fy = float2(pf0.y, pf1.y).xxyy;
float4 i = wglnoise_permute(wglnoise_permute(ix) + iy);
float4 phi = i / 41 * 3.14159265359 * 2;
float2 g00 = float2(cos(phi.x), sin(phi.x));
float2 g10 = float2(cos(phi.y), sin(phi.y));
float2 g01 = float2(cos(phi.z), sin(phi.z));
float2 g11 = float2(cos(phi.w), sin(phi.w));
float n00 = dot(g00, float2(fx.x, fy.x));
float n10 = dot(g10, float2(fx.y, fy.y));
float n01 = dot(g01, float2(fx.z, fy.z));
float n11 = dot(g11, float2(fx.w, fy.w));
float2 fade_xy = wglnoise_fade(pf0);
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
return 1.44 * n_xy;
}
// Classic Perlin noise
float ClassicNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
return ClassicNoise_impl(i, f, i + 1, f - 1);
}
// Classic Perlin noise, periodic variant
float PeriodicNoise(float2 p, float2 rep)
{
float2 i0 = wglnoise_mod(floor(p), rep);
float2 i1 = wglnoise_mod(i0 + 1, rep);
float2 f = frac(p);
return ClassicNoise_impl(i0, f, i1, f - 1);
}
#endif

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//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
#include "Common.hlsl"
float ClassicNoise_impl(float3 pi0, float3 pf0, float3 pi1, float3 pf1)
{
pi0 = wglnoise_mod289(pi0);
pi1 = wglnoise_mod289(pi1);
float4 ix = float4(pi0.x, pi1.x, pi0.x, pi1.x);
float4 iy = float4(pi0.y, pi0.y, pi1.y, pi1.y);
float4 iz0 = pi0.z;
float4 iz1 = pi1.z;
float4 ixy = wglnoise_permute(wglnoise_permute(ix) + iy);
float4 ixy0 = wglnoise_permute(ixy + iz0);
float4 ixy1 = wglnoise_permute(ixy + iz1);
float4 gx0 = lerp(-1, 1, frac(floor(ixy0 / 7) / 7));
float4 gy0 = lerp(-1, 1, frac(floor(ixy0 % 7) / 7));
float4 gz0 = 1 - abs(gx0) - abs(gy0);
bool4 zn0 = gz0 < -0.01;
gx0 += zn0 * (gx0 < -0.01 ? 1 : -1);
gy0 += zn0 * (gy0 < -0.01 ? 1 : -1);
float4 gx1 = lerp(-1, 1, frac(floor(ixy1 / 7) / 7));
float4 gy1 = lerp(-1, 1, frac(floor(ixy1 % 7) / 7));
float4 gz1 = 1 - abs(gx1) - abs(gy1);
bool4 zn1 = gz1 < -0.01;
gx1 += zn1 * (gx1 < -0.01 ? 1 : -1);
gy1 += zn1 * (gy1 < -0.01 ? 1 : -1);
float3 g000 = normalize(float3(gx0.x, gy0.x, gz0.x));
float3 g100 = normalize(float3(gx0.y, gy0.y, gz0.y));
float3 g010 = normalize(float3(gx0.z, gy0.z, gz0.z));
float3 g110 = normalize(float3(gx0.w, gy0.w, gz0.w));
float3 g001 = normalize(float3(gx1.x, gy1.x, gz1.x));
float3 g101 = normalize(float3(gx1.y, gy1.y, gz1.y));
float3 g011 = normalize(float3(gx1.z, gy1.z, gz1.z));
float3 g111 = normalize(float3(gx1.w, gy1.w, gz1.w));
float n000 = dot(g000, pf0);
float n100 = dot(g100, float3(pf1.x, pf0.y, pf0.z));
float n010 = dot(g010, float3(pf0.x, pf1.y, pf0.z));
float n110 = dot(g110, float3(pf1.x, pf1.y, pf0.z));
float n001 = dot(g001, float3(pf0.x, pf0.y, pf1.z));
float n101 = dot(g101, float3(pf1.x, pf0.y, pf1.z));
float n011 = dot(g011, float3(pf0.x, pf1.y, pf1.z));
float n111 = dot(g111, pf1);
float3 fade_xyz = wglnoise_fade(pf0);
float4 n_z = lerp(float4(n000, n100, n010, n110),
float4(n001, n101, n011, n111), fade_xyz.z);
float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
return 1.46 * n_xyz;
}
// Classic Perlin noise
float ClassicNoise(float3 p)
{
float3 i = floor(p);
float3 f = frac(p);
return ClassicNoise_impl(i, f, i + 1, f - 1);
}
// Classic Perlin noise, periodic variant
float PeriodicNoise(float3 p, float3 rep)
{
float3 i0 = wglnoise_mod(floor(p), rep);
float3 i1 = wglnoise_mod(i0 + 1, rep);
float3 f = frac(p);
return ClassicNoise_impl(i0, f, i1, f - 1);
}
#endif

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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
float wglnoise_mod(float x, float y)
{
return x - y * floor(x / y);
}
float2 wglnoise_mod(float2 x, float2 y)
{
return x - y * floor(x / y);
}
float3 wglnoise_mod(float3 x, float3 y)
{
return x - y * floor(x / y);
}
float4 wglnoise_mod(float4 x, float4 y)
{
return x - y * floor(x / y);
}
float2 wglnoise_fade(float2 t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
float3 wglnoise_fade(float3 t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
float wglnoise_mod289(float x)
{
return x - floor(x / 289) * 289;
}
float2 wglnoise_mod289(float2 x)
{
return x - floor(x / 289) * 289;
}
float3 wglnoise_mod289(float3 x)
{
return x - floor(x / 289) * 289;
}
float4 wglnoise_mod289(float4 x)
{
return x - floor(x / 289) * 289;
}
float3 wglnoise_permute(float3 x)
{
return wglnoise_mod289((x * 34 + 1) * x);
}
float4 wglnoise_permute(float4 x)
{
return wglnoise_mod289((x * 34 + 1) * x);
}
#endif

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//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_2D_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_2D_HLSL_
#include "Common.hlsl"
float3 SimplexNoiseGrad(float2 v)
{
const float C1 = (3 - sqrt(3)) / 6;
const float C2 = (sqrt(3) - 1) / 2;
// First corner
float2 i = floor(v + dot(v, C2));
float2 x0 = v - i + dot(i, C1);
// Other corners
float2 i1 = x0.x > x0.y ? float2(1, 0) : float2(0, 1);
float2 x1 = x0 + C1 - i1;
float2 x2 = x0 + C1 * 2 - 1;
// Permutations
i = wglnoise_mod289(i); // Avoid truncation effects in permutation
float3 p = wglnoise_permute( i.y + float3(0, i1.y, 1));
p = wglnoise_permute(p + i.x + float3(0, i1.x, 1));
// Gradients: 41 points uniformly over a unit circle.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
float3 phi = p / 41 * 3.14159265359 * 2;
float2 g0 = float2(cos(phi.x), sin(phi.x));
float2 g1 = float2(cos(phi.y), sin(phi.y));
float2 g2 = float2(cos(phi.z), sin(phi.z));
// Compute noise and gradient at P
float3 m = float3(dot(x0, x0), dot(x1, x1), dot(x2, x2));
float3 px = float3(dot(g0, x0), dot(g1, x1), dot(g2, x2));
m = max(0.5 - m, 0);
float3 m3 = m * m * m;
float3 m4 = m * m3;
float3 temp = -8 * m3 * px;
float2 grad = m4.x * g0 + temp.x * x0 +
m4.y * g1 + temp.y * x1 +
m4.z * g2 + temp.z * x2;
return 99.2 * float3(grad, dot(m4, px));
}
float SimplexNoise(float2 v)
{
return SimplexNoiseGrad(v).z;
}
#endif

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//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_
#include "Common.hlsl"
float4 SimplexNoiseGrad(float3 v)
{
// First corner
float3 i = floor(v + dot(v, 1.0 / 3));
float3 x0 = v - i + dot(i, 1.0 / 6);
// Other corners
float3 g = x0.yzx <= x0.xyz;
float3 l = 1 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
float3 x1 = x0 - i1 + 1.0 / 6;
float3 x2 = x0 - i2 + 1.0 / 3;
float3 x3 = x0 - 0.5;
// Permutations
i = wglnoise_mod289(i); // Avoid truncation effects in permutation
float4 p = wglnoise_permute( i.z + float4(0, i1.z, i2.z, 1));
p = wglnoise_permute(p + i.y + float4(0, i1.y, i2.y, 1));
p = wglnoise_permute(p + i.x + float4(0, i1.x, i2.x, 1));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float4 gx = lerp(-1, 1, frac(floor(p / 7) / 7));
float4 gy = lerp(-1, 1, frac(floor(p % 7) / 7));
float4 gz = 1 - abs(gx) - abs(gy);
bool4 zn = gz < -0.01;
gx += zn * (gx < -0.01 ? 1 : -1);
gy += zn * (gy < -0.01 ? 1 : -1);
float3 g0 = normalize(float3(gx.x, gy.x, gz.x));
float3 g1 = normalize(float3(gx.y, gy.y, gz.y));
float3 g2 = normalize(float3(gx.z, gy.z, gz.z));
float3 g3 = normalize(float3(gx.w, gy.w, gz.w));
// Compute noise and gradient at P
float4 m = float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3));
float4 px = float4(dot(g0, x0), dot(g1, x1), dot(g2, x2), dot(g3, x3));
m = max(0.5 - m, 0);
float4 m3 = m * m * m;
float4 m4 = m * m3;
float4 temp = -8 * m3 * px;
float3 grad = m4.x * g0 + temp.x * x0 +
m4.y * g1 + temp.y * x1 +
m4.z * g2 + temp.z * x2 +
m4.w * g3 + temp.w * x3;
return 107 * float4(grad, dot(m4, px));
}
float SimplexNoise(float3 v)
{
return SimplexNoiseGrad(v).w;
}
#endif

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{
"author": "Keijiro Takahashi",
"description": "Noise Shader provides lightweight 2D/3D gradient noise functions for shader use.",
"displayName": "Noise Shader",
"keywords": [ "unity" ],
"license": "MIT",
"name": "jp.keijiro.noiseshader",
"repository": "github:keijiro/NoiseShader",
"unity": "2019.3",
"unityRelease": "0f1",
"version": "2.0.0"
}

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