一些特效
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Noise Shader Library for Unity
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==============================
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**NoiseShader** is a Unity package that provides 2D/3D gradient noise
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functions written in the shader language. These functions are ported from the
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[webgl-noise] library that is originally written by Stefan Gustavson and Ahima
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Arts.
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[webgl-noise]: https://github.com/ashima/webgl-noise
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At the moment, it contains the following functions:
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- Classic Perlin noise (2D/3D)
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- Periodic Perlin noise (2D/3D)
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- Simplex noise (2D/3D)
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- Analytical derivatives of simplex noise (2D/3D)
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How To Install
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--------------
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This package uses the [scoped registry] feature to resolve package dependencies.
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Please add the following sections to the manifest file (Packages/manifest.json).
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[scoped registry]: https://docs.unity3d.com/Manual/upm-scoped.html
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To the `scopedRegistries` section:
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```
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{
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"name": "Keijiro",
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"url": "https://registry.npmjs.com",
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"scopes": [ "jp.keijiro" ]
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}
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```
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To the `dependencies` section:
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```
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"jp.keijiro.noiseshader": "2.0.0"
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```
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After changes, the manifest file should look like below:
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```
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{
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"scopedRegistries": [
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{
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"name": "Keijiro",
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"url": "https://registry.npmjs.com",
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"scopes": [ "jp.keijiro" ]
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}
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],
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"dependencies": {
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"jp.keijiro.noiseshader": "2.0.0",
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...
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```
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//
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// GLSL textureless classic 2D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
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#include "Common.hlsl"
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float ClassicNoise_impl(float2 pi0, float2 pf0, float2 pi1, float2 pf1)
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{
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pi0 = wglnoise_mod289(pi0); // To avoid truncation effects in permutation
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pi1 = wglnoise_mod289(pi1);
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float4 ix = float2(pi0.x, pi1.x).xyxy;
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float4 iy = float2(pi0.y, pi1.y).xxyy;
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float4 fx = float2(pf0.x, pf1.x).xyxy;
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float4 fy = float2(pf0.y, pf1.y).xxyy;
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float4 i = wglnoise_permute(wglnoise_permute(ix) + iy);
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float4 phi = i / 41 * 3.14159265359 * 2;
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float2 g00 = float2(cos(phi.x), sin(phi.x));
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float2 g10 = float2(cos(phi.y), sin(phi.y));
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float2 g01 = float2(cos(phi.z), sin(phi.z));
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float2 g11 = float2(cos(phi.w), sin(phi.w));
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float n00 = dot(g00, float2(fx.x, fy.x));
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float n10 = dot(g10, float2(fx.y, fy.y));
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float n01 = dot(g01, float2(fx.z, fy.z));
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float n11 = dot(g11, float2(fx.w, fy.w));
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float2 fade_xy = wglnoise_fade(pf0);
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
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return 1.44 * n_xy;
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}
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// Classic Perlin noise
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float ClassicNoise(float2 p)
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{
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float2 i = floor(p);
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float2 f = frac(p);
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return ClassicNoise_impl(i, f, i + 1, f - 1);
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}
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// Classic Perlin noise, periodic variant
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float PeriodicNoise(float2 p, float2 rep)
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{
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float2 i0 = wglnoise_mod(floor(p), rep);
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float2 i1 = wglnoise_mod(i0 + 1, rep);
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float2 f = frac(p);
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return ClassicNoise_impl(i0, f, i1, f - 1);
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}
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#endif
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//
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// GLSL textureless classic 3D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-10-11
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
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#include "Common.hlsl"
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float ClassicNoise_impl(float3 pi0, float3 pf0, float3 pi1, float3 pf1)
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{
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pi0 = wglnoise_mod289(pi0);
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pi1 = wglnoise_mod289(pi1);
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float4 ix = float4(pi0.x, pi1.x, pi0.x, pi1.x);
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float4 iy = float4(pi0.y, pi0.y, pi1.y, pi1.y);
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float4 iz0 = pi0.z;
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float4 iz1 = pi1.z;
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float4 ixy = wglnoise_permute(wglnoise_permute(ix) + iy);
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float4 ixy0 = wglnoise_permute(ixy + iz0);
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float4 ixy1 = wglnoise_permute(ixy + iz1);
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float4 gx0 = lerp(-1, 1, frac(floor(ixy0 / 7) / 7));
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float4 gy0 = lerp(-1, 1, frac(floor(ixy0 % 7) / 7));
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float4 gz0 = 1 - abs(gx0) - abs(gy0);
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bool4 zn0 = gz0 < -0.01;
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gx0 += zn0 * (gx0 < -0.01 ? 1 : -1);
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gy0 += zn0 * (gy0 < -0.01 ? 1 : -1);
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float4 gx1 = lerp(-1, 1, frac(floor(ixy1 / 7) / 7));
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float4 gy1 = lerp(-1, 1, frac(floor(ixy1 % 7) / 7));
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float4 gz1 = 1 - abs(gx1) - abs(gy1);
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bool4 zn1 = gz1 < -0.01;
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gx1 += zn1 * (gx1 < -0.01 ? 1 : -1);
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gy1 += zn1 * (gy1 < -0.01 ? 1 : -1);
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float3 g000 = normalize(float3(gx0.x, gy0.x, gz0.x));
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float3 g100 = normalize(float3(gx0.y, gy0.y, gz0.y));
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float3 g010 = normalize(float3(gx0.z, gy0.z, gz0.z));
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float3 g110 = normalize(float3(gx0.w, gy0.w, gz0.w));
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float3 g001 = normalize(float3(gx1.x, gy1.x, gz1.x));
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float3 g101 = normalize(float3(gx1.y, gy1.y, gz1.y));
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float3 g011 = normalize(float3(gx1.z, gy1.z, gz1.z));
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float3 g111 = normalize(float3(gx1.w, gy1.w, gz1.w));
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float n000 = dot(g000, pf0);
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float n100 = dot(g100, float3(pf1.x, pf0.y, pf0.z));
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float n010 = dot(g010, float3(pf0.x, pf1.y, pf0.z));
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float n110 = dot(g110, float3(pf1.x, pf1.y, pf0.z));
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float n001 = dot(g001, float3(pf0.x, pf0.y, pf1.z));
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float n101 = dot(g101, float3(pf1.x, pf0.y, pf1.z));
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float n011 = dot(g011, float3(pf0.x, pf1.y, pf1.z));
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float n111 = dot(g111, pf1);
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float3 fade_xyz = wglnoise_fade(pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110),
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float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 1.46 * n_xyz;
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}
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// Classic Perlin noise
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float ClassicNoise(float3 p)
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{
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float3 i = floor(p);
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float3 f = frac(p);
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return ClassicNoise_impl(i, f, i + 1, f - 1);
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}
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// Classic Perlin noise, periodic variant
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float PeriodicNoise(float3 p, float3 rep)
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{
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float3 i0 = wglnoise_mod(floor(p), rep);
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float3 i1 = wglnoise_mod(i0 + 1, rep);
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float3 f = frac(p);
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return ClassicNoise_impl(i0, f, i1, f - 1);
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}
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#endif
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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float wglnoise_mod(float x, float y)
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{
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return x - y * floor(x / y);
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}
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float2 wglnoise_mod(float2 x, float2 y)
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{
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return x - y * floor(x / y);
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}
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float3 wglnoise_mod(float3 x, float3 y)
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{
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return x - y * floor(x / y);
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}
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float4 wglnoise_mod(float4 x, float4 y)
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{
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return x - y * floor(x / y);
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}
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float2 wglnoise_fade(float2 t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float3 wglnoise_fade(float3 t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float wglnoise_mod289(float x)
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{
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return x - floor(x / 289) * 289;
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}
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float2 wglnoise_mod289(float2 x)
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{
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return x - floor(x / 289) * 289;
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}
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float3 wglnoise_mod289(float3 x)
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{
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return x - floor(x / 289) * 289;
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}
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float4 wglnoise_mod289(float4 x)
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{
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return x - floor(x / 289) * 289;
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}
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float3 wglnoise_permute(float3 x)
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{
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return wglnoise_mod289((x * 34 + 1) * x);
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}
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float4 wglnoise_permute(float4 x)
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{
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return wglnoise_mod289((x * 34 + 1) * x);
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}
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#endif
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//
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// Description : Array and textureless GLSL 2D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_2D_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_2D_HLSL_
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#include "Common.hlsl"
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float3 SimplexNoiseGrad(float2 v)
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{
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const float C1 = (3 - sqrt(3)) / 6;
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const float C2 = (sqrt(3) - 1) / 2;
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// First corner
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float2 i = floor(v + dot(v, C2));
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float2 x0 = v - i + dot(i, C1);
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// Other corners
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float2 i1 = x0.x > x0.y ? float2(1, 0) : float2(0, 1);
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float2 x1 = x0 + C1 - i1;
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float2 x2 = x0 + C1 * 2 - 1;
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// Permutations
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i = wglnoise_mod289(i); // Avoid truncation effects in permutation
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float3 p = wglnoise_permute( i.y + float3(0, i1.y, 1));
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p = wglnoise_permute(p + i.x + float3(0, i1.x, 1));
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// Gradients: 41 points uniformly over a unit circle.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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float3 phi = p / 41 * 3.14159265359 * 2;
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float2 g0 = float2(cos(phi.x), sin(phi.x));
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float2 g1 = float2(cos(phi.y), sin(phi.y));
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float2 g2 = float2(cos(phi.z), sin(phi.z));
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// Compute noise and gradient at P
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float3 m = float3(dot(x0, x0), dot(x1, x1), dot(x2, x2));
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float3 px = float3(dot(g0, x0), dot(g1, x1), dot(g2, x2));
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m = max(0.5 - m, 0);
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float3 m3 = m * m * m;
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float3 m4 = m * m3;
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float3 temp = -8 * m3 * px;
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float2 grad = m4.x * g0 + temp.x * x0 +
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m4.y * g1 + temp.y * x1 +
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m4.z * g2 + temp.z * x2;
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return 99.2 * float3(grad, dot(m4, px));
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}
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float SimplexNoise(float2 v)
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{
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return SimplexNoiseGrad(v).z;
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}
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@@ -0,0 +1,76 @@
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||||
//
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||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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||||
// Author : Ian McEwan, Ashima Arts.
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||||
// Maintainer : ijm
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||||
// 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
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||||
//
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||||
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||||
#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_
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||||
#define _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_
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||||
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||||
#include "Common.hlsl"
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||||
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float4 SimplexNoiseGrad(float3 v)
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||||
{
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||||
// First corner
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||||
float3 i = floor(v + dot(v, 1.0 / 3));
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float3 x0 = v - i + dot(i, 1.0 / 6);
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// Other corners
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float3 g = x0.yzx <= x0.xyz;
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float3 l = 1 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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float3 x1 = x0 - i1 + 1.0 / 6;
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float3 x2 = x0 - i2 + 1.0 / 3;
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float3 x3 = x0 - 0.5;
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// Permutations
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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
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b1bb9b67aabb824998a7d2e026d2606
|
||||
timeCreated: 1498976326
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"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"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39ccfaa9af9f4dc84a876b1b1c3ae8bb
|
||||
PackageManifestImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user