├── demo.jpg ├── .gitattributes ├── NoiseShader ├── HLSL │ ├── WhiteNoise2D.hlsl │ ├── WhiteNoise3D.hlsl │ ├── BCCNoise4.hlsl.meta │ ├── BCCNoise8.hlsl.meta │ ├── NoiseUtils.hlsl.meta │ ├── Voronoi2D.hlsl.meta │ ├── Voronoi3D.hlsl.meta │ ├── Voronoi4D.hlsl.meta │ ├── ClassicNoise2D.hlsl.meta │ ├── ClassicNoise3D.hlsl.meta │ ├── SimplexNoise2D.hlsl.meta │ ├── SimplexNoise3D.hlsl.meta │ ├── WhiteNoise2D.hlsl.meta │ ├── WhiteNoise3D.hlsl.meta │ ├── Voronoi2D.hlsl │ ├── Voronoi3D.hlsl │ ├── NoiseUtils.hlsl │ ├── Voronoi4D.hlsl │ ├── ClassicNoise2D.hlsl │ ├── SimplexNoise2D.hlsl │ ├── BCCNoise4.hlsl │ ├── BCCNoise8.hlsl │ ├── SimplexNoise3D.hlsl │ └── ClassicNoise3D.hlsl ├── README.md.meta ├── HLSL.meta └── README.md ├── LICENSE.meta ├── README.md.meta ├── package.json.meta ├── Subgraphs.meta ├── NoiseShader.meta ├── Subgraphs ├── Perlin noise 2D.shadersubgraph.meta ├── Perlin noise 3D.shadersubgraph.meta ├── Simplex noise 2D.shadersubgraph.meta ├── Simplex noise 3D.shadersubgraph.meta ├── Voronoi noise 2D.shadersubgraph.meta ├── Voronoi noise 3D.shadersubgraph.meta ├── Voronoi noise 4D.shadersubgraph.meta ├── White noise 2D.shadersubgraph.meta ├── White noise 3D.shadersubgraph.meta ├── Perlin noise 2D periodic.shadersubgraph.meta ├── Perlin noise 3D periodic.shadersubgraph.meta ├── Simplex noise 2D gradient.shadersubgraph.meta ├── Simplex noise 3D gradient.shadersubgraph.meta ├── Voronoi precise noise 2D.shadersubgraph.meta ├── Voronoi precise noise 3D.shadersubgraph.meta ├── Voronoi precise noise 4D.shadersubgraph.meta ├── White noise 2D.shadersubgraph ├── White noise 3D.shadersubgraph ├── Voronoi noise 2D.shadersubgraph ├── Voronoi precise noise 4D.shadersubgraph ├── Voronoi precise noise 2D.shadersubgraph ├── Voronoi noise 4D.shadersubgraph ├── Voronoi noise 3D.shadersubgraph ├── Voronoi precise noise 3D.shadersubgraph ├── Perlin noise 2D.shadersubgraph ├── Simplex noise 2D.shadersubgraph └── Simplex noise 2D gradient.shadersubgraph ├── package.json ├── LICENSE ├── README.md └── demo.jpg.meta /demo.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JimmyCushnie/Noisy-Nodes/HEAD/demo.jpg -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/WhiteNoise2D.hlsl: -------------------------------------------------------------------------------- 1 | #include "NoiseUtils.hlsl" 2 | 3 | void WhiteNoise2D_float(float2 input, out float Out) 4 | { 5 | Out = rand2dTo1d(input); 6 | } -------------------------------------------------------------------------------- /NoiseShader/HLSL/WhiteNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | #include 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userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Subgraphs/Voronoi precise noise 4D.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96454511f35766845b36693841a91275 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.jimmycushnie.noisynodes", 3 | "displayName": "Noisy Nodes", 4 | "version": "1.1.0", 5 | "unity": "2019.3", 6 | "description": "Various noise nodes for Unity Shader Graph", 7 | "keywords": [ 8 | "shader graph", 9 | "noise", 10 | "perlin", 11 | "simplex", 12 | "voronoi", 13 | "white noise", 14 | "3D noise", 15 | "2D noise" 16 | ], 17 | "category": "Shaders", 18 | "dependencies": { 19 | "com.unity.shadergraph": "7.1.8" 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 2 | Version 2, December 2004 3 | 4 | Copyright (C) 2004 Sam Hocevar 5 | 6 | Everyone is permitted to copy and distribute verbatim or modified 7 | copies of this license document, and changing it is allowed as long 8 | as the name is changed. 9 | 10 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 11 | TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 12 | 13 | 0. You just DO WHAT THE FUCK YOU WANT TO. 14 | 15 | -------------------------------------------------------------------------------- /NoiseShader/README.md: -------------------------------------------------------------------------------- 1 | Noise Shader Library for Unity 2 | ============================== 3 | 4 | This is a Unity shader library that contains several gradient noise functions. 5 | 6 | From webgl-noise written by Stefan Gustavson and Ahima Arts: 7 | 8 | https://github.com/ashima/webgl-noise 9 | 10 | - Classic Perlin noise (2D/3D) 11 | - Periodic Perlin noise (2D/3D) 12 | - Simplex noise (2D/3D) 13 | - Analytical derivatives of simplex noise (2D/3D) 14 | 15 | From K.jpg's SuperSimplex & FastSimplex repository: 16 | 17 | https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise 18 | 19 | - SuperSimplexNoise (3D) 20 | - FastSimplexStyleNoise (3D) 21 | 22 | The former ones are released under the MIT license, and the latter ones are 23 | public domain (Unlicense). Please check the header comments for details. 24 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Noisy Nodes 2 | Adds various noise-generation nodes to Unity Shader Graph, including 3D noise nodes. 3 | 4 | ![demo.jpg](demo.jpg) 5 | 6 | ## List of nodes 7 | 8 | ### Perlin noise 9 | 10 | Code from [Noise Shader](https://github.com/keijiro/NoiseShader) by @keijiro 11 | 12 | * Perlin noise 2D 13 | * Perlin noise 2D periodic 14 | * Perlin noise 3D 15 | * Perlin noise 3D periodic 16 | 17 | ### Simplex noise 18 | 19 | Code from [Noise Shader](https://github.com/keijiro/NoiseShader) by @keijiro 20 | 21 | * Simplex noise 2D 22 | * Simplex noise 2D gradient 23 | * Simplex noise 3D 24 | * Simplex noise 3D gradient 25 | 26 | ### Voronoi Noise 27 | 28 | Contributed by @fdervaux -- thank you! -- and based on [this tutorial](https://cyangamedev.wordpress.com/2019/07/16/voronoi/) 29 | 30 | * Voronoi noise 2D 31 | * Voronoi noise 3D 32 | * Voronoi noise 4D 33 | * Voronoi precise noise 2D 34 | * Voronoi precise noise 3D 35 | * Voronoi precise noise 4D 36 | 37 | ### White Noise 38 | 39 | Contributed by @fdervaux -- thank you! -- and based on [this tutorial](https://www.ronja-tutorials.com/2018/09/02/white-noise.html) 40 | 41 | * White noise 2D 42 | * White noise 3D 43 | 44 | 45 | 46 | ## Installation 47 | 48 | Download the whole repo and stick it in your project's `Assets` or `Packages` folder. 49 | 50 | Alternatively, Noisy Nodes can be installed via the Unity Package Manager. In the top left of the `Packages` window, navigate to `Add Package -> Add package from git URL` and paste `https://github.com/JimmyCushnie/Noisy-Nodes.git`. 51 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/Voronoi2D.hlsl: -------------------------------------------------------------------------------- 1 | inline float2 voronoi_noise_randomVector (float2 UV, float offset){ 2 | float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float2 g = floor(UV * CellDensity); 9 | float2 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float2 ml = float2(0,0); 12 | float2 mv = float2(0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | float2 lattice = float2(x, y); 17 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 18 | float2 v = lattice + offset - f; 19 | float d = dot(v, v); 20 | 21 | if(d < res.x){ 22 | res.x = d; 23 | res.y = offset.x; 24 | mv = v; 25 | ml = lattice; 26 | } 27 | } 28 | } 29 | 30 | Cells = res.y; 31 | 32 | res = float2(8.0, 8.0); 33 | for(int y1=-2; y1<=2; y1++){ 34 | for(int x1=-2; x1<=2; x1++){ 35 | float2 lattice = ml + float2(x1, y1); 36 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 37 | float2 v = lattice + offset - f; 38 | 39 | float2 cellDifference = abs(ml - lattice); 40 | if (cellDifference.x + cellDifference.y > 0.1){ 41 | float d = dot(0.5*(mv+v), normalize(v-mv)); 42 | res.x = min(res.x, d); 43 | } 44 | } 45 | } 46 | 47 | Out = res.x; 48 | } 49 | 50 | void Voronoi2D_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 51 | float2 g = floor(UV * CellDensity); 52 | float2 f = frac(UV * CellDensity); 53 | float3 res = float3(8.0, 8.0, 8.0); 54 | 55 | for(int y=-1; y<=1; y++){ 56 | for(int x=-1; x<=1; x++){ 57 | float2 lattice = float2(x, y); 58 | float2 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 59 | float2 v = lattice + offset - f; 60 | float d = dot(v, v); 61 | 62 | if(d < res.x){ 63 | res.y = res.x; 64 | res.x = d; 65 | res.z = offset.x; 66 | }else if (d < res.y){ 67 | res.y = d; 68 | } 69 | } 70 | } 71 | 72 | Out = res.x; 73 | Cells = res.z; 74 | } -------------------------------------------------------------------------------- /NoiseShader/HLSL/Voronoi3D.hlsl: -------------------------------------------------------------------------------- 1 | inline float3 voronoi_noise_randomVector (float3 UV, float offset){ 2 | float3x3 m = float3x3(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float3(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float3 g = floor(UV * CellDensity); 9 | float3 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float3 ml = float3(0,0,0); 12 | float3 mv = float3(0,0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | for(int z=-1; z<=1; z++){ 17 | float3 lattice = float3(x, y, z); 18 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 19 | float3 v = lattice + offset - f; 20 | float d = dot(v, v); 21 | 22 | if(d < res.x){ 23 | res.x = d; 24 | res.y = offset.x; 25 | mv = v; 26 | ml = lattice; 27 | } 28 | } 29 | } 30 | } 31 | 32 | Cells = res.y; 33 | 34 | res = float2(8.0, 8.0); 35 | for(int y1=-2; y1<=2; y1++){ 36 | for(int x1=-2; x1<=2; x1++){ 37 | for(int z1=-2; z1<=2; z1++){ 38 | float3 lattice = ml + float3(x1, y1, z1); 39 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 40 | float3 v = lattice + offset - f; 41 | 42 | float3 cellDifference = abs(ml - lattice); 43 | if (cellDifference.x + cellDifference.y + cellDifference.z > 0.1){ 44 | float d = dot(0.5*(mv+v), normalize(v-mv)); 45 | res.x = min(res.x, d); 46 | } 47 | } 48 | } 49 | } 50 | 51 | Out = res.x; 52 | } 53 | 54 | void Voronoi3D_float(float3 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 55 | float3 g = floor(UV * CellDensity); 56 | float3 f = frac(UV * CellDensity); 57 | float3 res = float3(8.0, 8.0, 8.0); 58 | 59 | for(int y=-1; y<=1; y++){ 60 | for(int x=-1; x<=1; x++){ 61 | for(int z=-1; z<=1; z++){ 62 | float3 lattice = float3(x, y, z); 63 | float3 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 64 | float3 v = lattice + offset - f; 65 | float d = dot(v, v); 66 | 67 | if(d < res.x){ 68 | res.y = res.x; 69 | res.x = d; 70 | res.z = offset.x; 71 | }else if (d < res.y){ 72 | res.y = d; 73 | } 74 | } 75 | } 76 | } 77 | 78 | Out = res.x; 79 | Cells = res.z; 80 | } -------------------------------------------------------------------------------- /NoiseShader/HLSL/NoiseUtils.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef _INCLUDE_NOISEUTILS_ 2 | #define _INCLUDE_NOISEUTILS_ 3 | 4 | 5 | float4 mod(float4 x, float4 y) 6 | { 7 | return x - y * floor(x / y); 8 | } 9 | 10 | float3 mod(float3 x, float3 y) 11 | { 12 | return x - y * floor(x / y); 13 | } 14 | 15 | float2 mod289(float2 x) 16 | { 17 | return x - floor(x / 289.0) * 289.0; 18 | } 19 | 20 | float3 mod289(float3 x) 21 | { 22 | return x - floor(x / 289.0) * 289.0; 23 | } 24 | 25 | float4 mod289(float4 x) 26 | { 27 | return x - floor(x / 289.0) * 289.0; 28 | } 29 | 30 | float4 permute(float4 x) 31 | { 32 | return mod289(((x*34.0)+1.0)*x); 33 | } 34 | 35 | float3 permute(float3 x) 36 | { 37 | return mod289((x * 34.0 + 1.0) * x); 38 | } 39 | 40 | float4 taylorInvSqrt(float4 r) 41 | { 42 | return (float4)1.79284291400159 - r * 0.85373472095314; 43 | } 44 | 45 | float3 taylorInvSqrt(float3 r) 46 | { 47 | return 1.79284291400159 - 0.85373472095314 * r; 48 | } 49 | 50 | float3 fade(float3 t) { 51 | return t*t*t*(t*(t*6.0-15.0)+10.0); 52 | } 53 | 54 | float2 fade(float2 t) { 55 | return t*t*t*(t*(t*6.0-15.0)+10.0); 56 | } 57 | 58 | 59 | float rand3dTo1d(float3 value, float3 dotDir = float3(12.9898, 78.233, 37.719)){ 60 | //make value smaller to avoid artefacts 61 | float3 smallValue = sin(value); 62 | //get scalar value from 3d vector 63 | float random = dot(smallValue, dotDir); 64 | //make value more random by making it bigger and then taking the factional part 65 | random = frac(sin(random) * 143758.5453); 66 | return random; 67 | } 68 | 69 | float rand2dTo1d(float2 value, float2 dotDir = float2(12.9898, 78.233)){ 70 | float2 smallValue = sin(value); 71 | float random = dot(smallValue, dotDir); 72 | random = frac(sin(random) * 143758.5453); 73 | return random; 74 | } 75 | 76 | float rand1dTo1d(float3 value, float mutator = 0.546){ 77 | float random = frac(sin(value.x + mutator) * 143758.5453); 78 | return random; 79 | } 80 | 81 | //to 2d functions 82 | 83 | float2 rand3dTo2d(float3 value){ 84 | return float2( 85 | rand3dTo1d(value, float3(12.989, 78.233, 37.719)), 86 | rand3dTo1d(value, float3(39.346, 11.135, 83.155)) 87 | ); 88 | } 89 | 90 | float2 rand2dTo2d(float2 value){ 91 | return float2( 92 | rand2dTo1d(value, float2(12.989, 78.233)), 93 | rand2dTo1d(value, float2(39.346, 11.135)) 94 | ); 95 | } 96 | 97 | float2 rand1dTo2d(float value){ 98 | return float2( 99 | rand2dTo1d(value, 3.9812), 100 | rand2dTo1d(value, 7.1536) 101 | ); 102 | } 103 | 104 | //to 3d functions 105 | 106 | float3 rand3dTo3d(float3 value){ 107 | return float3( 108 | rand3dTo1d(value, float3(12.989, 78.233, 37.719)), 109 | rand3dTo1d(value, float3(39.346, 11.135, 83.155)), 110 | rand3dTo1d(value, float3(73.156, 52.235, 09.151)) 111 | ); 112 | } 113 | 114 | float3 rand2dTo3d(float2 value){ 115 | return float3( 116 | rand2dTo1d(value, float2(12.989, 78.233)), 117 | rand2dTo1d(value, float2(39.346, 11.135)), 118 | rand2dTo1d(value, float2(73.156, 52.235)) 119 | ); 120 | } 121 | 122 | float3 rand1dTo3d(float value){ 123 | return float3( 124 | rand1dTo1d(value, 3.9812), 125 | rand1dTo1d(value, 7.1536), 126 | rand1dTo1d(value, 5.7241) 127 | ); 128 | } 129 | 130 | #endif -------------------------------------------------------------------------------- /NoiseShader/HLSL/Voronoi4D.hlsl: -------------------------------------------------------------------------------- 1 | inline float4 voronoi_noise_randomVector (float4 UV, float offset){ 2 | float4x4 m = float4x4(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77, 51.15, 92.33, 97.74, 59.93, 42.33, 60.13, 35.72); 3 | UV = frac(sin(mul(UV, m)) * 46839.32); 4 | return float4(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5, cos(UV.w*offset)*0.5+0.5); 5 | } 6 | 7 | void VoronoiPrecise4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 8 | float4 g = floor(UV * CellDensity); 9 | float4 f = frac(UV * CellDensity); 10 | float2 res = float2(8.0, 8.0); 11 | float4 ml = float4(0,0,0,0); 12 | float4 mv = float4(0,0,0,0); 13 | 14 | for(int y=-1; y<=1; y++){ 15 | for(int x=-1; x<=1; x++){ 16 | for(int z=-1; z<=1; z++){ 17 | for (int w = -1; w <= 1; w++) { 18 | float4 lattice = float4(x, y, z, w); 19 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 20 | float4 v = lattice + offset - f; 21 | float d = dot(v, v); 22 | 23 | if (d < res.x) { 24 | res.x = d; 25 | res.y = offset.x; 26 | mv = v; 27 | ml = lattice; 28 | } 29 | } 30 | } 31 | } 32 | } 33 | 34 | Cells = res.y; 35 | 36 | res = float2(8.0, 8.0); 37 | for(int y1=-2; y1<=2; y1++){ 38 | for(int x1=-2; x1<=2; x1++){ 39 | for(int z1=-2; z1<=2; z1++){ 40 | for (int w1 = -2; w1 <= 2; w1++) { 41 | float4 lattice = ml + float4(x1, y1, z1, w1); 42 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 43 | float4 v = lattice + offset - f; 44 | 45 | float4 cellDifference = abs(ml - lattice); 46 | if (cellDifference.x + cellDifference.y + cellDifference.z + cellDifference.w > 0.1) { 47 | float d = dot(0.5 * (mv + v), normalize(v - mv)); 48 | res.x = min(res.x, d); 49 | } 50 | } 51 | } 52 | } 53 | } 54 | 55 | Out = res.x; 56 | } 57 | 58 | void Voronoi4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { 59 | float4 g = floor(UV * CellDensity); 60 | float4 f = frac(UV * CellDensity); 61 | float3 res = float3(8.0, 8.0, 8.0); 62 | 63 | for(int y=-1; y<=1; y++){ 64 | for(int x=-1; x<=1; x++){ 65 | for(int z=-1; z<=1; z++){ 66 | for (int w = -1; w <= 1; w++) { 67 | float4 lattice = float4(x, y, z, w); 68 | float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); 69 | float4 v = lattice + offset - f; 70 | float d = dot(v, v); 71 | 72 | if (d < res.x) { 73 | res.y = res.x; 74 | res.x = d; 75 | res.z = offset.x; 76 | } 77 | else if (d < res.y) { 78 | res.y = d; 79 | } 80 | } 81 | } 82 | } 83 | } 84 | 85 | Out = res.x; 86 | Cells = res.z; 87 | } -------------------------------------------------------------------------------- /demo.jpg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b1f0359bcbbbd1e499d83973e0e2626b 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 10 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: 1 31 | maxTextureSize: 2048 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: -1 35 | aniso: 2 36 | mipBias: -100 37 | wrapU: 0 38 | wrapV: 0 39 | wrapW: 0 40 | nPOTScale: 1 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 0 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spritePixelsToUnits: 100 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spriteGenerateFallbackPhysicsShape: 1 51 | alphaUsage: 1 52 | alphaIsTransparency: 0 53 | spriteTessellationDetail: -1 54 | textureType: 0 55 | textureShape: 1 56 | singleChannelComponent: 0 57 | maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | platformSettings: 61 | - serializedVersion: 3 62 | buildTarget: DefaultTexturePlatform 63 | maxTextureSize: 8192 64 | resizeAlgorithm: 0 65 | textureFormat: -1 66 | textureCompression: 1 67 | compressionQuality: 50 68 | crunchedCompression: 0 69 | allowsAlphaSplitting: 0 70 | overridden: 0 71 | androidETC2FallbackOverride: 0 72 | forceMaximumCompressionQuality_BC6H_BC7: 0 73 | - serializedVersion: 3 74 | buildTarget: Standalone 75 | maxTextureSize: 8192 76 | resizeAlgorithm: 0 77 | textureFormat: -1 78 | textureCompression: 1 79 | compressionQuality: 50 80 | crunchedCompression: 0 81 | allowsAlphaSplitting: 0 82 | overridden: 0 83 | androidETC2FallbackOverride: 0 84 | forceMaximumCompressionQuality_BC6H_BC7: 0 85 | - serializedVersion: 3 86 | buildTarget: iPhone 87 | maxTextureSize: 8192 88 | resizeAlgorithm: 0 89 | textureFormat: -1 90 | textureCompression: 1 91 | compressionQuality: 50 92 | crunchedCompression: 0 93 | allowsAlphaSplitting: 0 94 | overridden: 0 95 | androidETC2FallbackOverride: 0 96 | forceMaximumCompressionQuality_BC6H_BC7: 0 97 | - serializedVersion: 3 98 | buildTarget: Android 99 | maxTextureSize: 8192 100 | resizeAlgorithm: 0 101 | textureFormat: -1 102 | textureCompression: 1 103 | compressionQuality: 50 104 | crunchedCompression: 0 105 | allowsAlphaSplitting: 0 106 | overridden: 0 107 | androidETC2FallbackOverride: 0 108 | forceMaximumCompressionQuality_BC6H_BC7: 0 109 | - serializedVersion: 3 110 | buildTarget: Windows Store Apps 111 | maxTextureSize: 8192 112 | resizeAlgorithm: 0 113 | textureFormat: -1 114 | textureCompression: 1 115 | compressionQuality: 50 116 | crunchedCompression: 0 117 | allowsAlphaSplitting: 0 118 | overridden: 0 119 | androidETC2FallbackOverride: 0 120 | forceMaximumCompressionQuality_BC6H_BC7: 0 121 | spriteSheet: 122 | serializedVersion: 2 123 | sprites: [] 124 | outline: [] 125 | physicsShape: [] 126 | bones: [] 127 | spriteID: 128 | internalID: 0 129 | vertices: [] 130 | indices: 131 | edges: [] 132 | weights: [] 133 | secondaryTextures: [] 134 | spritePackingTag: 135 | pSDRemoveMatte: 0 136 | pSDShowRemoveMatteOption: 0 137 | userData: 138 | assetBundleName: 139 | assetBundleVariant: 140 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/ClassicNoise2D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // GLSL textureless classic 2D noise "cnoise", 14 | // with an RSL-style periodic variant "pnoise". 15 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 16 | // Version: 2011-08-22 17 | // 18 | // Many thanks to Ian McEwan of Ashima Arts for the 19 | // ideas for permutation and gradient selection. 20 | // 21 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 22 | // Distributed under the MIT license. See LICENSE file. 23 | // https://github.com/ashima/webgl-noise 24 | // 25 | 26 | #include "NoiseUtils.hlsl" 27 | 28 | // Classic Perlin noise 29 | float cnoise(float2 P) 30 | { 31 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 32 | float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 33 | Pi = mod289(Pi); // To avoid truncation effects in permutation 34 | float4 ix = Pi.xzxz; 35 | float4 iy = Pi.yyww; 36 | float4 fx = Pf.xzxz; 37 | float4 fy = Pf.yyww; 38 | 39 | float4 i = permute(permute(ix) + iy); 40 | 41 | float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; 42 | float4 gy = abs(gx) - 0.5 ; 43 | float4 tx = floor(gx + 0.5); 44 | gx = gx - tx; 45 | 46 | float2 g00 = float2(gx.x,gy.x); 47 | float2 g10 = float2(gx.y,gy.y); 48 | float2 g01 = float2(gx.z,gy.z); 49 | float2 g11 = float2(gx.w,gy.w); 50 | 51 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 52 | g00 *= norm.x; 53 | g01 *= norm.y; 54 | g10 *= norm.z; 55 | g11 *= norm.w; 56 | 57 | float n00 = dot(g00, float2(fx.x, fy.x)); 58 | float n10 = dot(g10, float2(fx.y, fy.y)); 59 | float n01 = dot(g01, float2(fx.z, fy.z)); 60 | float n11 = dot(g11, float2(fx.w, fy.w)); 61 | 62 | float2 fade_xy = fade(Pf.xy); 63 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 64 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 65 | return 2.3 * n_xy; 66 | } 67 | 68 | // Classic Perlin noise, periodic variant 69 | float pnoise(float2 P, float2 rep) 70 | { 71 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 72 | float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 73 | Pi = mod(Pi, rep.xyxy); // To create noise with explicit period 74 | Pi = mod289(Pi); // To avoid truncation effects in permutation 75 | float4 ix = Pi.xzxz; 76 | float4 iy = Pi.yyww; 77 | float4 fx = Pf.xzxz; 78 | float4 fy = Pf.yyww; 79 | 80 | float4 i = permute(permute(ix) + iy); 81 | 82 | float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; 83 | float4 gy = abs(gx) - 0.5 ; 84 | float4 tx = floor(gx + 0.5); 85 | gx = gx - tx; 86 | 87 | float2 g00 = float2(gx.x,gy.x); 88 | float2 g10 = float2(gx.y,gy.y); 89 | float2 g01 = float2(gx.z,gy.z); 90 | float2 g11 = float2(gx.w,gy.w); 91 | 92 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 93 | g00 *= norm.x; 94 | g01 *= norm.y; 95 | g10 *= norm.z; 96 | g11 *= norm.w; 97 | 98 | float n00 = dot(g00, float2(fx.x, fy.x)); 99 | float n10 = dot(g10, float2(fx.y, fy.y)); 100 | float n01 = dot(g01, float2(fx.z, fy.z)); 101 | float n11 = dot(g11, float2(fx.w, fy.w)); 102 | 103 | float2 fade_xy = fade(Pf.xy); 104 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 105 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 106 | return 2.3 * n_xy; 107 | } 108 | 109 | 110 | 111 | // BEGIN JIMMY'S MODIFICATIONS 112 | 113 | void PerlinNoise2D_float(float2 input, out float Out) 114 | { 115 | Out = cnoise(input); 116 | } 117 | 118 | void PerlinNoise2DPeriodic_float(float2 input, float2 period, out float Out) 119 | { 120 | Out = pnoise(input, period); 121 | } 122 | 123 | // END JIMMY'S MODIFICATIONS 124 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/SimplexNoise2D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D simplex noise function. 14 | // Author : Ian McEwan, Ashima Arts. 15 | // Maintainer : ijm 16 | // Lastmod : 20110822 (ijm) 17 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 18 | // Distributed under the MIT License. See LICENSE file. 19 | // https://github.com/ashima/webgl-noise 20 | // 21 | 22 | #include "NoiseUtils.hlsl" 23 | 24 | float snoise(float2 v) 25 | { 26 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 27 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 28 | -0.577350269189626, // -1.0 + 2.0 * C.x 29 | 0.024390243902439); // 1.0 / 41.0 30 | // First corner 31 | float2 i = floor(v + dot(v, C.yy)); 32 | float2 x0 = v - i + dot(i, C.xx); 33 | 34 | // Other corners 35 | float2 i1; 36 | i1.x = step(x0.y, x0.x); 37 | i1.y = 1.0 - i1.x; 38 | 39 | // x1 = x0 - i1 + 1.0 * C.xx; 40 | // x2 = x0 - 1.0 + 2.0 * C.xx; 41 | float2 x1 = x0 + C.xx - i1; 42 | float2 x2 = x0 + C.zz; 43 | 44 | // Permutations 45 | i = mod289(i); // Avoid truncation effects in permutation 46 | float3 p = 47 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 48 | + i.x + float3(0.0, i1.x, 1.0)); 49 | 50 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 51 | m = m * m; 52 | m = m * m; 53 | 54 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 55 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 56 | float3 x = 2.0 * frac(p * C.www) - 1.0; 57 | float3 h = abs(x) - 0.5; 58 | float3 ox = floor(x + 0.5); 59 | float3 a0 = x - ox; 60 | 61 | // Normalise gradients implicitly by scaling m 62 | m *= taylorInvSqrt(a0 * a0 + h * h); 63 | 64 | // Compute final noise value at P 65 | float3 g; 66 | g.x = a0.x * x0.x + h.x * x0.y; 67 | g.y = a0.y * x1.x + h.y * x1.y; 68 | g.z = a0.z * x2.x + h.z * x2.y; 69 | return 130.0 * dot(m, g); 70 | } 71 | 72 | float3 snoise_grad(float2 v) 73 | { 74 | const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 75 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 76 | -0.577350269189626, // -1.0 + 2.0 * C.x 77 | 0.024390243902439); // 1.0 / 41.0 78 | // First corner 79 | float2 i = floor(v + dot(v, C.yy)); 80 | float2 x0 = v - i + dot(i, C.xx); 81 | 82 | // Other corners 83 | float2 i1; 84 | i1.x = step(x0.y, x0.x); 85 | i1.y = 1.0 - i1.x; 86 | 87 | // x1 = x0 - i1 + 1.0 * C.xx; 88 | // x2 = x0 - 1.0 + 2.0 * C.xx; 89 | float2 x1 = x0 + C.xx - i1; 90 | float2 x2 = x0 + C.zz; 91 | 92 | // Permutations 93 | i = mod289(i); // Avoid truncation effects in permutation 94 | float3 p = 95 | permute(permute(i.y + float3(0.0, i1.y, 1.0)) 96 | + i.x + float3(0.0, i1.x, 1.0)); 97 | 98 | float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); 99 | float3 m2 = m * m; 100 | float3 m3 = m2 * m; 101 | float3 m4 = m2 * m2; 102 | 103 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 104 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 105 | float3 x = 2.0 * frac(p * C.www) - 1.0; 106 | float3 h = abs(x) - 0.5; 107 | float3 ox = floor(x + 0.5); 108 | float3 a0 = x - ox; 109 | 110 | // Normalise gradients 111 | float3 norm = taylorInvSqrt(a0 * a0 + h * h); 112 | float2 g0 = float2(a0.x, h.x) * norm.x; 113 | float2 g1 = float2(a0.y, h.y) * norm.y; 114 | float2 g2 = float2(a0.z, h.z) * norm.z; 115 | 116 | // Compute noise and gradient at P 117 | float2 grad = 118 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 119 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 120 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; 121 | float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2)); 122 | return 130.0 * float3(grad, dot(m4, px)); 123 | } 124 | 125 | 126 | 127 | // BEGIN JIMMY'S MODIFICATIONS 128 | 129 | void SimplexNoise2D_float(float2 input, out float Out) 130 | { 131 | Out = snoise(input); 132 | } 133 | 134 | void SimplexNoise2DGradient_float(float2 input, out float Out) 135 | { 136 | Out = snoise_grad(input); 137 | } 138 | 139 | // END JIMMY'S MODIFICATIONS 140 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/BCCNoise4.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | 5 | // 6 | // The original shader was created by KdotJPG and released into the public 7 | // domain (Unlicense). Refer to the following GitHub repository for the details 8 | // of the original work. 9 | // 10 | // https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise 11 | // 12 | 13 | #ifndef _INCLUDE_BCCNOSIE4_HLSL_ 14 | #define _INCLUDE_BCCNOSIE4_HLSL_ 15 | 16 | /////////////// K.jpg's Simplex-like Re-oriented 4-Point BCC Noise /////////////// 17 | //////////////////// Output: float4(dF/dx, dF/dy, dF/dz, value) //////////////////// 18 | 19 | float4 bcc4_mod(float4 x, float4 y) { return x - y * floor(x / y); } 20 | 21 | // Inspired by Stefan Gustavson's noise 22 | float4 bcc4_permute(float4 t) { 23 | return t * (t * 34.0 + 133.0); 24 | } 25 | 26 | // Gradient set is a normalized expanded rhombic dodecahedron 27 | float3 bcc4_grad(float hash) { 28 | 29 | // Random vertex of a cube, +/- 1 each 30 | float3 cube = frac(floor(hash / float3(1, 2, 4)) * 0.5) * 4 - 1; 31 | 32 | // Random edge of the three edges connected to that vertex 33 | // Also a cuboctahedral vertex 34 | // And corresponds to the face of its dual, the rhombic dodecahedron 35 | float3 cuboct = cube; 36 | cuboct *= int3(0, 1, 2) != (int)(hash / 16); 37 | 38 | // In a funky way, pick one of the four points on the rhombic face 39 | float type = frac(floor(hash / 8) * 0.5) * 2; 40 | float3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct)); 41 | 42 | // Expand it so that the new edges are the same length 43 | // as the existing ones 44 | float3 grad = cuboct * 1.22474487139 + rhomb; 45 | 46 | // To make all gradients the same length, we only need to shorten the 47 | // second type of vector. We also put in the whole noise scale constant. 48 | // The compiler should reduce it into the existing floats. I think. 49 | grad *= (1.0 - 0.042942436724648037 * type) * 32.80201376986577; 50 | 51 | return grad; 52 | } 53 | 54 | // BCC lattice split up into 2 cube lattices 55 | float4 Bcc4NoiseBase(float3 X) { 56 | 57 | // First half-lattice, closest edge 58 | float3 v1 = round(X); 59 | float3 d1 = X - v1; 60 | float3 score1 = abs(d1); 61 | float3 dir1 = max(score1.yzx, score1.zxy) < score1; 62 | float3 v2 = v1 + dir1 * (d1 < 0 ? -1 : 1); 63 | float3 d2 = X - v2; 64 | 65 | // Second half-lattice, closest edge 66 | float3 X2 = X + 144.5; 67 | float3 v3 = round(X2); 68 | float3 d3 = X2 - v3; 69 | float3 score2 = abs(d3); 70 | float3 dir2 = max(score2.yzx, score2.zxy) < score2; 71 | float3 v4 = v3 + dir2 * (d3 < 0 ? -1 : 1); 72 | float3 d4 = X2 - v4; 73 | 74 | // Gradient hashes for the four points, two from each half-lattice 75 | float4 hashes = bcc4_permute(bcc4_mod(float4(v1.x, v2.x, v3.x, v4.x), 289.0)); 76 | hashes = bcc4_permute(bcc4_mod(hashes + float4(v1.y, v2.y, v3.y, v4.y), 289.0)); 77 | hashes = bcc4_mod(bcc4_permute(bcc4_mod(hashes + float4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0); 78 | 79 | // Gradient extrapolations & kernel function 80 | float4 a = max(0.5 - float4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0); 81 | float4 aa = a * a; float4 aaaa = aa * aa; 82 | float3 g1 = bcc4_grad(hashes.x); float3 g2 = bcc4_grad(hashes.y); 83 | float3 g3 = bcc4_grad(hashes.z); float3 g4 = bcc4_grad(hashes.w); 84 | float4 extrapolations = float4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4)); 85 | 86 | // Derivatives of the noise 87 | float3 derivative = -8.0 * mul(aa * a * extrapolations, float4x3(d1, d2, d3, d4)) 88 | + mul(aaaa, float4x3(g1, g2, g3, g4)); 89 | 90 | // Return it all as a float4 91 | return float4(derivative, dot(aaaa, extrapolations)); 92 | } 93 | 94 | // Use this if you don't want Z to look different from X and Y 95 | float4 Bcc4NoiseClassic(float3 X) { 96 | 97 | // Rotate around the main diagonal. Not a skew transform. 98 | float4 result = Bcc4NoiseBase(dot(X, 2.0/3.0) - X); 99 | return float4(dot(result.xyz, 2.0/3.0) - result.xyz, result.w); 100 | } 101 | 102 | // Use this if you want to show X and Y in a plane, and use Z for time, etc. 103 | float4 Bcc4NoisePlaneFirst(float3 X) { 104 | 105 | // Rotate so Z points down the main diagonal. Not a skew transform. 106 | float3x3 orthonormalMap = float3x3( 107 | 0.788675134594813, -0.211324865405187, -0.577350269189626, 108 | -0.211324865405187, 0.788675134594813, -0.577350269189626, 109 | 0.577350269189626, 0.577350269189626, 0.577350269189626); 110 | 111 | float4 result = Bcc4NoiseBase(mul(X, orthonormalMap)); 112 | return float4(mul(orthonormalMap, result.xyz), result.w); 113 | } 114 | 115 | //////////////////////////////// End noise code //////////////////////////////// 116 | 117 | #endif 118 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/BCCNoise8.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | 5 | // 6 | // The original shader was created by KdotJPG and released into the public 7 | // domain (Unlicense). Refer to the following GitHub repository for the details 8 | // of the original work. 9 | // 10 | // https://github.com/KdotJPG/New-Simplex-Style-Gradient-Noise 11 | // 12 | 13 | #ifndef _INCLUDE_BCCNOSIE8_HLSL_ 14 | #define _INCLUDE_BCCNOSIE8_HLSL_ 15 | 16 | ////////////////// K.jpg's Smooth Re-oriented 8-Point BCC Noise ////////////////// 17 | //////////////////// Output: float4(dF/dx, dF/dy, dF/dz, value) //////////////////// 18 | 19 | float4 bcc8_mod(float4 x, float4 y) { return x - y * floor(x / y); } 20 | 21 | // Borrowed from Stefan Gustavson's noise code 22 | float4 bcc8_permute(float4 t) { 23 | return t * (t * 34.0 + 133.0); 24 | } 25 | 26 | // Gradient set is a normalized expanded rhombic dodecahedron 27 | float3 bcc8_grad(float hash) { 28 | 29 | // Random vertex of a cube, +/- 1 each 30 | float3 cube = frac(floor(hash / float3(1, 2, 4)) * 0.5) * 4 - 1; 31 | 32 | // Random edge of the three edges connected to that vertex 33 | // Also a cuboctahedral vertex 34 | // And corresponds to the face of its dual, the rhombic dodecahedron 35 | float3 cuboct = cube; 36 | cuboct *= int3(0, 1, 2) != (int)(hash / 16); 37 | 38 | // In a funky way, pick one of the four points on the rhombic face 39 | float type = frac(floor(hash / 8) * 0.5) * 2; 40 | float3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct)); 41 | 42 | // Expand it so that the new edges are the same length 43 | // as the existing ones 44 | float3 grad = cuboct * 1.22474487139 + rhomb; 45 | 46 | // To make all gradients the same length, we only need to shorten the 47 | // second type of vector. We also put in the whole noise scale constant. 48 | // The compiler should reduce it into the existing floats. I think. 49 | grad *= (1.0 - 0.042942436724648037 * type) * 3.5946317686139184; 50 | 51 | return grad; 52 | } 53 | 54 | // BCC lattice split up into 2 cube lattices 55 | float4 Bcc8NoiseBase(float3 X) { 56 | float3 b = floor(X); 57 | float4 i4 = float4(X - b, 2.5); 58 | 59 | // Pick between each pair of oppposite corners in the cube. 60 | float3 v1 = b + floor(dot(i4, .25)); 61 | float3 v2 = b + float3(1, 0, 0) + float3(-1, 1, 1) * floor(dot(i4, float4(-.25, .25, .25, .35))); 62 | float3 v3 = b + float3(0, 1, 0) + float3(1, -1, 1) * floor(dot(i4, float4(.25, -.25, .25, .35))); 63 | float3 v4 = b + float3(0, 0, 1) + float3(1, 1, -1) * floor(dot(i4, float4(.25, .25, -.25, .35))); 64 | 65 | // Gradient hashes for the four vertices in this half-lattice. 66 | float4 hashes = bcc8_permute(bcc8_mod(float4(v1.x, v2.x, v3.x, v4.x), 289.0)); 67 | hashes = bcc8_permute(bcc8_mod(hashes + float4(v1.y, v2.y, v3.y, v4.y), 289.0)); 68 | hashes = bcc8_mod(bcc8_permute(bcc8_mod(hashes + float4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0); 69 | 70 | // Gradient extrapolations & kernel function 71 | float3 d1 = X - v1; float3 d2 = X - v2; float3 d3 = X - v3; float3 d4 = X - v4; 72 | float4 a = max(0.75 - float4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0); 73 | float4 aa = a * a; float4 aaaa = aa * aa; 74 | float3 g1 = bcc8_grad(hashes.x); float3 g2 = bcc8_grad(hashes.y); 75 | float3 g3 = bcc8_grad(hashes.z); float3 g4 = bcc8_grad(hashes.w); 76 | float4 extrapolations = float4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4)); 77 | 78 | // Derivatives of the noise 79 | float3 derivative = -8.0 * mul(aa * a * extrapolations, float4x3(d1, d2, d3, d4)) 80 | + mul(aaaa, float4x3(g1, g2, g3, g4)); 81 | 82 | // Return it all as a float4 83 | return float4(derivative, dot(aaaa, extrapolations)); 84 | } 85 | 86 | // Rotates domain, but preserve shape. Hides grid better in cardinal slices. 87 | // Good for texturing 3D objects with lots of flat parts along cardinal planes. 88 | float4 Bcc8NoiseClassic(float3 X) { 89 | X = dot(X, 2.0/3.0) - X; 90 | 91 | float4 result = Bcc8NoiseBase(X) + Bcc8NoiseBase(X + 144.5); 92 | 93 | return float4(dot(result.xyz, 2.0/3.0) - result.xyz, result.w); 94 | } 95 | 96 | // Gives X and Y a triangular alignment, and lets Z move up the main diagonal. 97 | // Might be good for terrain, or a time varying X/Y plane. Z repeats. 98 | float4 Bcc8NoisePlaneFirst(float3 X) { 99 | 100 | // Not a skew transform. 101 | float3x3 orthonormalMap = float3x3( 102 | 0.788675134594813, -0.211324865405187, -0.577350269189626, 103 | -0.211324865405187, 0.788675134594813, -0.577350269189626, 104 | 0.577350269189626, 0.577350269189626, 0.577350269189626); 105 | 106 | X = mul(X, orthonormalMap); 107 | float4 result = Bcc8NoiseBase(X) + Bcc8NoiseBase(X + 144.5); 108 | 109 | return float4(mul(orthonormalMap, result.xyz), result.w); 110 | } 111 | 112 | //////////////////////////////// End noise code //////////////////////////////// 113 | 114 | #endif 115 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/SimplexNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D/3D/4D simplex 14 | // noise functions. 15 | // Author : Ian McEwan, Ashima Arts. 16 | // Maintainer : ijm 17 | // Lastmod : 20110822 (ijm) 18 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 19 | // Distributed under the MIT License. See LICENSE file. 20 | // https://github.com/ashima/webgl-noise 21 | // 22 | 23 | #include "NoiseUtils.hlsl" 24 | 25 | float snoise(float3 v) 26 | { 27 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 28 | 29 | // First corner 30 | float3 i = floor(v + dot(v, C.yyy)); 31 | float3 x0 = v - i + dot(i, C.xxx); 32 | 33 | // Other corners 34 | float3 g = step(x0.yzx, x0.xyz); 35 | float3 l = 1.0 - g; 36 | float3 i1 = min(g.xyz, l.zxy); 37 | float3 i2 = max(g.xyz, l.zxy); 38 | 39 | // x1 = x0 - i1 + 1.0 * C.xxx; 40 | // x2 = x0 - i2 + 2.0 * C.xxx; 41 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 42 | float3 x1 = x0 - i1 + C.xxx; 43 | float3 x2 = x0 - i2 + C.yyy; 44 | float3 x3 = x0 - 0.5; 45 | 46 | // Permutations 47 | i = mod289(i); // Avoid truncation effects in permutation 48 | float4 p = 49 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 50 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 51 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 52 | 53 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 54 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 55 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 56 | 57 | float4 x_ = floor(j / 7.0); 58 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 59 | 60 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 61 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 62 | 63 | float4 h = 1.0 - abs(x) - abs(y); 64 | 65 | float4 b0 = float4(x.xy, y.xy); 66 | float4 b1 = float4(x.zw, y.zw); 67 | 68 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 69 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 70 | float4 s0 = floor(b0) * 2.0 + 1.0; 71 | float4 s1 = floor(b1) * 2.0 + 1.0; 72 | float4 sh = -step(h, 0.0); 73 | 74 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 75 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 76 | 77 | float3 g0 = float3(a0.xy, h.x); 78 | float3 g1 = float3(a0.zw, h.y); 79 | float3 g2 = float3(a1.xy, h.z); 80 | float3 g3 = float3(a1.zw, h.w); 81 | 82 | // Normalise gradients 83 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 84 | g0 *= norm.x; 85 | g1 *= norm.y; 86 | g2 *= norm.z; 87 | g3 *= norm.w; 88 | 89 | // Mix final noise value 90 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 91 | m = m * m; 92 | m = m * m; 93 | 94 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 95 | return 42.0 * dot(m, px); 96 | } 97 | 98 | float4 snoise_grad(float3 v) 99 | { 100 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 101 | 102 | // First corner 103 | float3 i = floor(v + dot(v, C.yyy)); 104 | float3 x0 = v - i + dot(i, C.xxx); 105 | 106 | // Other corners 107 | float3 g = step(x0.yzx, x0.xyz); 108 | float3 l = 1.0 - g; 109 | float3 i1 = min(g.xyz, l.zxy); 110 | float3 i2 = max(g.xyz, l.zxy); 111 | 112 | // x1 = x0 - i1 + 1.0 * C.xxx; 113 | // x2 = x0 - i2 + 2.0 * C.xxx; 114 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 115 | float3 x1 = x0 - i1 + C.xxx; 116 | float3 x2 = x0 - i2 + C.yyy; 117 | float3 x3 = x0 - 0.5; 118 | 119 | // Permutations 120 | i = mod289(i); // Avoid truncation effects in permutation 121 | float4 p = 122 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 123 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 124 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 125 | 126 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 127 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 128 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 129 | 130 | float4 x_ = floor(j / 7.0); 131 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 132 | 133 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 134 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 135 | 136 | float4 h = 1.0 - abs(x) - abs(y); 137 | 138 | float4 b0 = float4(x.xy, y.xy); 139 | float4 b1 = float4(x.zw, y.zw); 140 | 141 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 142 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 143 | float4 s0 = floor(b0) * 2.0 + 1.0; 144 | float4 s1 = floor(b1) * 2.0 + 1.0; 145 | float4 sh = -step(h, 0.0); 146 | 147 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 148 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 149 | 150 | float3 g0 = float3(a0.xy, h.x); 151 | float3 g1 = float3(a0.zw, h.y); 152 | float3 g2 = float3(a1.xy, h.z); 153 | float3 g3 = float3(a1.zw, h.w); 154 | 155 | // Normalise gradients 156 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 157 | g0 *= norm.x; 158 | g1 *= norm.y; 159 | g2 *= norm.z; 160 | g3 *= norm.w; 161 | 162 | // Compute noise and gradient at P 163 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 164 | float4 m2 = m * m; 165 | float4 m3 = m2 * m; 166 | float4 m4 = m2 * m2; 167 | float3 grad = 168 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 169 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 170 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + 171 | -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; 172 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 173 | return 42.0 * float4(grad, dot(m4, px)); 174 | } 175 | 176 | 177 | 178 | // BEGIN JIMMY'S MODIFICATIONS 179 | 180 | void SimplexNoise3D_float(float3 input, out float Out) 181 | { 182 | Out = snoise(input); 183 | } 184 | 185 | void SimplexNoise3DGradient_float(float3 input, out float Out) 186 | { 187 | Out = snoise_grad(input).x; 188 | } 189 | 190 | // END JIMMY'S MODIFICATIONS 191 | -------------------------------------------------------------------------------- /NoiseShader/HLSL/ClassicNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // GLSL textureless classic 3D noise "cnoise", 14 | // with an RSL-style periodic variant "pnoise". 15 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 16 | // Version: 2011-10-11 17 | // 18 | // Many thanks to Ian McEwan of Ashima Arts for the 19 | // ideas for permutation and gradient selection. 20 | // 21 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 22 | // Distributed under the MIT license. See LICENSE file. 23 | // https://github.com/ashima/webgl-noise 24 | // 25 | 26 | #include "NoiseUtils.hlsl" 27 | 28 | // Classic Perlin noise 29 | float cnoise(float3 P) 30 | { 31 | float3 Pi0 = floor(P); // Integer part for indexing 32 | float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1 33 | Pi0 = mod289(Pi0); 34 | Pi1 = mod289(Pi1); 35 | float3 Pf0 = frac(P); // Fractional part for interpolation 36 | float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 37 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 38 | float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); 39 | float4 iz0 = (float4)Pi0.z; 40 | float4 iz1 = (float4)Pi1.z; 41 | 42 | float4 ixy = permute(permute(ix) + iy); 43 | float4 ixy0 = permute(ixy + iz0); 44 | float4 ixy1 = permute(ixy + iz1); 45 | 46 | float4 gx0 = ixy0 / 7.0; 47 | float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; 48 | gx0 = frac(gx0); 49 | float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); 50 | float4 sz0 = step(gz0, (float4)0.0); 51 | gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); 52 | gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); 53 | 54 | float4 gx1 = ixy1 / 7.0; 55 | float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; 56 | gx1 = frac(gx1); 57 | float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); 58 | float4 sz1 = step(gz1, (float4)0.0); 59 | gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); 60 | gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); 61 | 62 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 63 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 64 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 65 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 66 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 67 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 68 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 69 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 70 | 71 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 72 | g000 *= norm0.x; 73 | g010 *= norm0.y; 74 | g100 *= norm0.z; 75 | g110 *= norm0.w; 76 | 77 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 78 | g001 *= norm1.x; 79 | g011 *= norm1.y; 80 | g101 *= norm1.z; 81 | g111 *= norm1.w; 82 | 83 | float n000 = dot(g000, Pf0); 84 | float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); 85 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 86 | float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); 87 | float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); 88 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 89 | float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); 90 | float n111 = dot(g111, Pf1); 91 | 92 | float3 fade_xyz = fade(Pf0); 93 | float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); 94 | float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); 95 | float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); 96 | return 2.2 * n_xyz; 97 | } 98 | 99 | // Classic Perlin noise, periodic variant 100 | float pnoise(float3 P, float3 rep) 101 | { 102 | float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period 103 | float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period 104 | Pi0 = mod289(Pi0); 105 | Pi1 = mod289(Pi1); 106 | float3 Pf0 = frac(P); // Fractional part for interpolation 107 | float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 108 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 109 | float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); 110 | float4 iz0 = (float4)Pi0.z; 111 | float4 iz1 = (float4)Pi1.z; 112 | 113 | float4 ixy = permute(permute(ix) + iy); 114 | float4 ixy0 = permute(ixy + iz0); 115 | float4 ixy1 = permute(ixy + iz1); 116 | 117 | float4 gx0 = ixy0 / 7.0; 118 | float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; 119 | gx0 = frac(gx0); 120 | float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); 121 | float4 sz0 = step(gz0, (float4)0.0); 122 | gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); 123 | gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); 124 | 125 | float4 gx1 = ixy1 / 7.0; 126 | float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; 127 | gx1 = frac(gx1); 128 | float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); 129 | float4 sz1 = step(gz1, (float4)0.0); 130 | gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); 131 | gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); 132 | 133 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 134 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 135 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 136 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 137 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 138 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 139 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 140 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 141 | 142 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 143 | g000 *= norm0.x; 144 | g010 *= norm0.y; 145 | g100 *= norm0.z; 146 | g110 *= norm0.w; 147 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 148 | g001 *= norm1.x; 149 | g011 *= norm1.y; 150 | g101 *= norm1.z; 151 | g111 *= norm1.w; 152 | 153 | float n000 = dot(g000, Pf0); 154 | float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); 155 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 156 | float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); 157 | float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); 158 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 159 | float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); 160 | float n111 = dot(g111, Pf1); 161 | 162 | float3 fade_xyz = fade(Pf0); 163 | float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); 164 | float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); 165 | float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); 166 | return 2.2 * n_xyz; 167 | } 168 | 169 | 170 | 171 | // BEGIN JIMMY'S MODIFICATIONS 172 | 173 | void PerlinNoise3D_float(float3 input, out float Out) 174 | { 175 | Out = cnoise(input); 176 | } 177 | 178 | void PerlinNoise3DPeriodic_float(float3 input, float3 period, out float Out) 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