├── .README - External.md ├── .gitignore ├── .npmignore ├── .yamato └── has_moved.md ├── CHANGELOG.md ├── CHANGELOG.md.meta ├── CONTRIBUTING.md ├── CONTRIBUTING.md.meta ├── Documentation~ ├── TableOfContents.md ├── images │ ├── MultiPage_TOC-structure.png │ ├── example.png │ └── nodes │ │ ├── debug │ │ ├── Plot Function.png │ │ ├── debug int.png │ │ └── debug value.png │ │ ├── graphic │ │ ├── custom dither.png │ │ ├── distord.png │ │ ├── flow uv.png │ │ ├── mosaic.png │ │ └── rgb split.png │ │ ├── material data │ │ ├── material data vertex.png │ │ └── material data.png │ │ ├── math │ │ └── height lerp.png │ │ ├── noise │ │ └── noises.png │ │ ├── texture │ │ └── sample blur.png │ │ ├── triplanar │ │ ├── data │ │ │ └── data split.png │ │ ├── height blend.png │ │ ├── height blends.png │ │ ├── sample.png │ │ ├── samples.png │ │ └── utility │ │ │ └── height blend math.png │ │ └── utility │ │ ├── bias scale.png │ │ ├── channel select.png │ │ ├── fwidth.png │ │ ├── logic │ │ ├── branch 2d samples.png │ │ └── branch matrix 4x4.png │ │ ├── panner.png │ │ ├── step aa.png │ │ ├── texture data.png │ │ └── vector conversion.png ├── index.md ├── sample-package-guide.md ├── test-package-guide.md └── tools-package-guide.md ├── LICENSE.md ├── LICENSE.md.meta ├── README.md ├── README.md.meta ├── Runtime.meta ├── Runtime ├── Data.meta ├── Data │ ├── BayerDither4x4.png │ ├── BayerDither4x4.png.meta │ ├── BayerDither8x8.png │ ├── BayerDither8x8.png.meta │ ├── DebugChars.png │ └── DebugChars.png.meta ├── Nodes.meta └── Nodes │ ├── Debug.meta │ ├── Debug │ ├── DebugInt.shadersubgraph │ ├── DebugInt.shadersubgraph.meta │ ├── DebugValue.shadersubgraph │ ├── DebugValue.shadersubgraph.meta │ ├── PlotFunction-Input.shadersubgraph │ ├── PlotFunction-Input.shadersubgraph.meta │ ├── PlotFunction.shadersubgraph │ └── PlotFunction.shadersubgraph.meta │ ├── Graphic.meta │ ├── Graphic │ ├── Custom Dither.shadersubgraph │ ├── Custom Dither.shadersubgraph.meta │ ├── Distort.shadersubgraph │ ├── Distort.shadersubgraph.meta │ ├── Flow UV.shadersubgraph │ ├── Flow UV.shadersubgraph.meta │ ├── Mosaic.shadersubgraph │ ├── Mosaic.shadersubgraph.meta │ ├── RGB Split.shadersubgraph │ └── RGB Split.shadersubgraph.meta │ ├── Material Data.meta │ ├── Material Data │ ├── Build Material Data Vertex.shadersubgraph │ ├── Build Material Data Vertex.shadersubgraph.meta │ ├── Build Material Data.shadersubgraph │ ├── Build Material Data.shadersubgraph.meta │ ├── Lerp Material Data Vertex.shadersubgraph │ ├── Lerp Material Data Vertex.shadersubgraph.meta │ ├── Lerp Material Data.shadersubgraph │ ├── Lerp Material Data.shadersubgraph.meta │ ├── Split Material Data Vertex.shadersubgraph │ ├── Split Material Data Vertex.shadersubgraph.meta │ ├── Split Material Data.shadersubgraph │ └── Split Material Data.shadersubgraph.meta │ ├── Math.meta │ ├── Math │ ├── Height Lerp.shadersubgraph │ └── Height Lerp.shadersubgraph.meta │ ├── Noise.meta │ ├── Noise │ ├── Noise Cellular 2D.shadersubgraph │ ├── Noise Cellular 2D.shadersubgraph.meta │ ├── Noise Cellular 2x2.shadersubgraph │ ├── Noise Cellular 2x2.shadersubgraph.meta │ ├── Noise Cellular 2x2x2.shadersubgraph │ ├── Noise Cellular 2x2x2.shadersubgraph.meta │ ├── Noise Cellular 3D.shadersubgraph │ ├── Noise Cellular 3D.shadersubgraph.meta │ ├── Noise Classic 2D.shadersubgraph │ ├── Noise Classic 2D.shadersubgraph.meta │ ├── Noise Classic 3D.shadersubgraph │ ├── Noise Classic 3D.shadersubgraph.meta │ ├── Noise Classic 4D.shadersubgraph │ ├── Noise Classic 4D.shadersubgraph.meta │ ├── Noise PSRD 2D.shadersubgraph │ ├── Noise PSRD 2D.shadersubgraph.meta │ ├── Noise Simplex 2D.shadersubgraph │ ├── Noise Simplex 2D.shadersubgraph.meta │ ├── Noise Simplex 3D Grad.shadersubgraph │ ├── Noise Simplex 3D Grad.shadersubgraph.meta │ ├── Noise Simplex 3D.shadersubgraph │ ├── Noise Simplex 3D.shadersubgraph.meta │ ├── Noise Simplex 4D.shadersubgraph │ ├── Noise Simplex 4D.shadersubgraph.meta │ ├── hlsl.meta │ └── hlsl │ │ ├── LICENSE │ │ ├── LICENSE.meta │ │ ├── README │ │ ├── README.meta │ │ ├── cellular2D.hlsl │ │ ├── cellular2D.hlsl.meta │ │ ├── cellular2x2.hlsl │ │ ├── cellular2x2.hlsl.meta │ │ ├── cellular2x2x2.hlsl │ │ ├── cellular2x2x2.hlsl.meta │ │ ├── cellular3D.hlsl │ │ ├── cellular3D.hlsl.meta │ │ ├── classicnoise2D.hlsl │ │ ├── classicnoise2D.hlsl.meta │ │ ├── classicnoise3D.hlsl │ │ ├── classicnoise3D.hlsl.meta │ │ ├── classicnoise4D.hlsl │ │ ├── classicnoise4D.hlsl.meta │ │ ├── common.hlsl │ │ ├── common.hlsl.meta │ │ ├── noise2D.hlsl │ │ ├── noise2D.hlsl.meta │ │ ├── noise3D.hlsl │ │ ├── noise3D.hlsl.meta │ │ ├── noise3Dgrad.hlsl │ │ ├── noise3Dgrad.hlsl.meta │ │ ├── noise4D.hlsl │ │ ├── noise4D.hlsl.meta │ │ ├── psrdnoise2D.hlsl │ │ └── psrdnoise2D.hlsl.meta │ ├── Procedural.meta │ ├── Procedural │ ├── Signed Distance.meta │ └── Signed Distance │ │ ├── RoundedPolygon.hlsl │ │ └── RoundedPolygon.hlsl.meta │ ├── Texture.meta │ ├── Texture │ ├── Sample Blur.shadersubgraph │ └── Sample Blur.shadersubgraph.meta │ ├── Triplanar.meta │ ├── Triplanar │ ├── Data.meta │ ├── Data │ │ ├── Triplanar Axis Data Split.shadersubgraph │ │ ├── Triplanar Axis Data Split.shadersubgraph.meta │ │ ├── Triplanar Data Split.shadersubgraph │ │ └── Triplanar Data Split.shadersubgraph.meta │ ├── Triplanar Data Build.shadersubgraph │ ├── Triplanar Data Build.shadersubgraph.meta │ ├── Triplanar Height Blend LOD.shadersubgraph │ ├── Triplanar Height Blend LOD.shadersubgraph.meta │ ├── Triplanar Height Blend Per Axis LOD.shadersubgraph │ ├── Triplanar Height Blend Per Axis LOD.shadersubgraph.meta │ ├── Triplanar Height Blend Per Axis.shadersubgraph │ ├── Triplanar Height Blend Per Axis.shadersubgraph.meta │ ├── Triplanar Height Blend Top Sides Bottom LOD.shadersubgraph │ ├── Triplanar Height Blend Top Sides Bottom LOD.shadersubgraph.meta │ ├── Triplanar Height Blend Top Sides Bottom.shadersubgraph │ ├── Triplanar Height Blend Top Sides Bottom.shadersubgraph.meta │ ├── Triplanar Height Blend.shadersubgraph │ ├── Triplanar Height Blend.shadersubgraph.meta │ ├── Triplanar Sample LOD.shadersubgraph │ ├── Triplanar Sample LOD.shadersubgraph.meta │ ├── Triplanar Sample Per Axis LOD.shadersubgraph │ ├── Triplanar Sample Per Axis LOD.shadersubgraph.meta │ ├── Triplanar Sample Per Axis.shadersubgraph │ ├── Triplanar Sample Per Axis.shadersubgraph.meta │ ├── Triplanar Sample Top Sides Bottom LOD.shadersubgraph │ ├── Triplanar Sample Top Sides Bottom LOD.shadersubgraph.meta │ ├── Triplanar Sample Top Sides Bottom.shadersubgraph │ ├── Triplanar Sample Top Sides Bottom.shadersubgraph.meta │ ├── Triplanar Sample.shadersubgraph │ ├── Triplanar Sample.shadersubgraph.meta │ ├── Utility.meta │ └── Utility │ │ ├── Triplanar Height Blend Math.shadersubgraph │ │ └── Triplanar Height Blend Math.shadersubgraph.meta │ ├── Utility.meta │ └── Utility │ ├── Bias Scale.shadersubgraph │ ├── Bias Scale.shadersubgraph.meta │ ├── Channel Select.shadersubgraph │ ├── Channel Select.shadersubgraph.meta │ ├── FWidth.shadersubgraph │ ├── FWidth.shadersubgraph.meta │ ├── Logic.meta │ ├── Logic │ ├── Branch 2D Sample LOD.shadersubgraph │ ├── Branch 2D Sample LOD.shadersubgraph.meta │ ├── Branch 2D Sample.shadersubgraph │ ├── Branch 2D Sample.shadersubgraph.meta │ ├── Branch M4x4.shadersubgraph │ └── Branch M4x4.shadersubgraph.meta │ ├── Panner.shadersubgraph │ ├── Panner.shadersubgraph.meta │ ├── Step AA.shadersubgraph │ ├── Step AA.shadersubgraph.meta │ ├── Texture Data.shadersubgraph │ ├── Texture Data.shadersubgraph.meta │ ├── Vector Conversion.shadersubgraph │ └── Vector Conversion.shadersubgraph.meta ├── Tests.meta ├── Tests ├── .tests.json ├── Editor.meta ├── Editor │ ├── EditorExampleTest.cs │ ├── EditorExampleTest.cs.meta │ ├── Unity.SubGroup.YourPackageName.EditorTests.asmdef │ └── Unity.SubGroup.YourPackageName.EditorTests.asmdef.meta ├── Runtime.meta └── Runtime │ ├── RuntimeExampleTest.cs │ ├── RuntimeExampleTest.cs.meta │ ├── Unity.SubGroup.YourPackageName.Tests.asmdef │ └── Unity.SubGroup.YourPackageName.Tests.asmdef.meta ├── Third Party Notices.md ├── Third Party Notices.md.meta ├── package.json └── package.json.meta /.gitignore: -------------------------------------------------------------------------------- 1 | artifacts/** 2 | build/** 3 | .build_script/** 4 | node_modules/** 5 | .DS_Store 6 | .npmrc 7 | !Documentation~ 8 | !.Documentation 9 | npm-debug.log 10 | build.sh.meta 11 | build.bat.meta 12 | .idea/ 13 | -------------------------------------------------------------------------------- /.npmignore: -------------------------------------------------------------------------------- 1 | artifacts/** 2 | build/** 3 | .build_script/** 4 | node_modules/** 5 | Documentation/ApiDocs/** 6 | Documentation~/ApiDocs/** 7 | .DS_Store 8 | .npmrc 9 | .npmignore 10 | .gitignore 11 | CONTRIBUTING.md 12 | CONTRIBUTING.md.meta 13 | QAReport.md 14 | QAReport.md.meta 15 | .gitlab-ci.yml 16 | build.sh 17 | build.sh.meta 18 | build.bat 19 | build.bat.meta 20 | -------------------------------------------------------------------------------- /.yamato/has_moved.md: -------------------------------------------------------------------------------- 1 | Please refer to https://github.cds.internal.unity3d.com/unity/upm-ci-yamato-templates -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Changelog 2 | All notable changes to this package will be documented in this file. 3 | 4 | The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) 5 | and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). 6 | 7 | ## [0.1.0] - 2017-MM-DD 8 | 9 | ### This is the first release of *Unity Package \*. 10 | 11 | *Short description of this release* 12 | -------------------------------------------------------------------------------- /CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a71780337ac16ed4496e1686e833498c 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /CONTRIBUTING.md: -------------------------------------------------------------------------------- 1 | # Contributing 2 | 3 | ## If you are interested in contributing, here are some ground rules: 4 | * ... Define guidelines & rules for what contributors need to know to successfully make Pull requests against your repo ... 5 | 6 | ## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) 7 | By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. 8 | 9 | ## Once you have a change ready following these ground rules. Simply make a pull request 10 | -------------------------------------------------------------------------------- /CONTRIBUTING.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76e6392f902a6114f905d1ee1a099834 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Documentation~/TableOfContents.md: -------------------------------------------------------------------------------- 1 | * [UPM Package Starter Kit](index) 2 | * [Guide for features packages](tools-package-guide) 3 | * [Guide for sample packages](sample-package-guide) 4 | * [Guide for test packages](test-package-guide) 5 | -------------------------------------------------------------------------------- /Documentation~/images/MultiPage_TOC-structure.png: 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and/or other GameObjects in the package>. For more information, see <xref to topic in the Unity Manual>. 4 | 5 | > **Note**: Here is an example for reference only. Do not include it in the final documentation file. 6 | 7 | > *The Timeline Examples package includes examples of Timeline Assets, Timeline Instances, animation, GameObjects, and scripts that illustrate how to use Unity's Timeline. For more information, see Unity's Timeline in the Unity Manual. For licensing and usage, see Package Licensing.* 8 | 9 | 10 | ## Preview package 11 | This package is available as a preview, so it is not ready for production use. The features and documentation in this package might change before it is verified for release. 12 | 13 | >**Note**: For packages in preview or development, include the **Preview package** section, but remember to remove it completely when the package is verified. 14 | 15 | 16 | ## Package contents 17 | 18 | The following table describes the package folder structure: 19 | 20 | |**Location**|**Description**| 21 | |---|---| 22 | |*MyFolderName*|Contains <describe what the folder contains>.| 23 | |*MyFolderName/MyFileName*|Contains <describe what the file represents or implements>.| 24 | 25 | 26 | 27 | ## Installation 28 | 29 | To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html). 30 | 31 | >**Note**: This section begins with a cross-reference to the official Unity Manual topic on how to install packages. If the package requires special installation instructions, include these steps below: 32 | 33 | Once installed, you can click the **Import to project** button in the Package Manager to import each of the following samples: 34 | 35 | - **<name of sample 1>**: The new sample folder appears <at this location>. 36 | 37 | - ... etc. 38 | 39 | 40 | 41 | # Using <package name> 42 | 43 | To use the <sample-name>, make sure you have already [imported the sample](#Installation) into your Project. Then you can ... 44 | -------------------------------------------------------------------------------- /Documentation~/test-package-guide.md: -------------------------------------------------------------------------------- 1 | # About the <package name> tests 2 | 3 | The <package name> package provides a test suite for the <feature or package name>. 4 | 5 | 6 | ## Preview package 7 | This package is available as a preview, so it is not ready for production use. The features and documentation in this package might change before it is verified for release. 8 | 9 | >**Note**: For packages in preview or development, include the **Preview package** section, but remember to remove it completely when the package is verified. 10 | 11 | 12 | ## Package contents 13 | 14 | The following table describes the package folder structure: 15 | 16 | |**Location**|**Description**| 17 | |---|---| 18 | |*MyFolderName*|Contains <describe what the folder contains>.| 19 | |*MyFolderName/MyFileName*|Contains <describe what the file represents or implements>.| 20 | 21 | 22 | 23 | ## Installation 24 | 25 | To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html). 26 | 27 | >**Note**: This section begins with a cross-reference to the official Unity Manual topic on how to install packages. If the package requires special installation instructions, include these steps below: 28 | 29 | In addition, you need to install the following resources: 30 | 31 | - **<name of resource 1>**: To install, open **Window** > **<name of menu item>**. 32 | 33 | - ... etc. 34 | 35 | 36 | # Running the tests 37 | 38 | To use the <test-name>, make sure you have ... 39 | -------------------------------------------------------------------------------- /Documentation~/tools-package-guide.md: -------------------------------------------------------------------------------- 1 | # About <package name> 2 | 3 | Use the <package name> package to <list of the main uses for the package>. For example, you can use <package name> to create/generate/extend/capture <mention major use case, or a good example of what the package can be used for>. 4 | 5 | The <package name> package also includes <other relevant features or uses>. 6 | 7 | > **Note**: Here are some examples for reference only. Do not include these in the final documentation file. 8 | 9 | > *Use the Unity Recorder package to capture and save in-game data. For example, use Unity Recorder to record an mp4 file during a game session. The Unity Recorder package also includes an interface for setting-up and triggering recording sessions.* 10 | 11 | > *AR Foundation allows you to work with augmented reality platforms in a multi-platform way within Unity.* 12 | > 13 | > *AR Foundation is a set of `MonoBehaviour`s and APIs for dealing with devices that support the following concepts:* 14 | > 15 | >* *World tracking: track the device's position and orientation in physical space.* 16 | >* *Plane detection: detect horizontal and vertical surfaces.* 17 | >* *Point clouds, also known as feature points.* 18 | >* ... *etc.* 19 | 20 | 21 | ## Preview package 22 | This package is available as a preview, so it is not ready for production use. The features and documentation in this package might change before it is verified for release. 23 | 24 | >**Note**: For packages in preview or development, include the **Preview package** section, but remember to remove it completely when the package is verified. 25 | 26 | 27 | ## Package contents 28 | 29 | The following table describes the package folder structure: 30 | 31 | |**Location**|**Description**| 32 | |---|---| 33 | |*MyFolderName*|Contains <describe what the folder contains>.| 34 | |*MyFolderName/MyFileName*|Contains <describe what the file represents or implements>.| 35 | 36 | 37 | 38 | ## Installation 39 | 40 | To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html). 41 | 42 | >**Note**: This section begins with a cross-reference to the official Unity Manual topic on how to install packages. If the package requires special installation instructions, include these steps below: 43 | 44 | In addition, you need to install the following resources: 45 | 46 | - **<name of resource 1>**: To install, open **Window** > **<name of menu item>**. 47 | 48 | The resource appears <at this location>. 49 | 50 | - ... etc. 51 | 52 | 53 | ## Requirements 54 | 55 | This version of <package name> is compatible with the following versions of the Unity Editor: 56 | 57 | * 2018.1 and later (recommended) 58 | 59 | >**Note**: You may also include additional requirements or recommendations for 3rd party software or hardware. If you need to include references to non-Unity products, make sure you refer to these products correctly and that all references include the proper copyright (©), trademark (™) or registered trademark(®): 60 | 61 | To use this package, you must have the following 3rd party products: 62 | 63 | * <product name and version>™ 64 | * ...etc. 65 | 66 | 67 | ## Known limitations 68 | 69 | <package name> version <package version> includes the following known limitations: 70 | 71 | * <brief one-line description of limitation.> 72 | * ... etc. 73 | 74 | >**Note**: If there are no known limitations, or if the limitations are trivial, exclude this section. 75 | > 76 | >Here is an example for reference only. Do not include this in the final documentation file: 77 | 78 | --- 79 | 80 | *The Unity Recorder version 1.0 has the following limitations:* 81 | 82 | * *The Unity Recorder does not support sound.* 83 | * *The Recorder window and Recorder properties are not available in standalone Players.* 84 | * *MP4 encoding is only available on Windows.* 85 | 86 | --- 87 | 88 | ## Helpful links 89 | 90 | If you are new to <package-name>, or have a question after reading the documentation, you can: 91 | 92 | * Watch the [Tutorials](https://www.youtube.com/playlist?list=PLAYLIST-ID) here. 93 | * Join our [support forum](https://forum.unity.com/forums/FORUM-ID/). 94 | * Follow us on [Twitter](http://www.twitter.com/TWITTER-ID). 95 | 96 | 97 | 98 | 99 | 100 | # Using <package name> 101 | 102 | To use the <tool-name>, attach this component to your GameObject and open the <component-name> in the Inspector: 103 | 104 | `![The XXX component](images/LOCATION-OF-SCREENGRAB)` 105 | 106 | Use this component to access the YYY and ZZZ properties which control ... 107 | 108 | > **Note**: For a package containing a library, you can use this type of a description: 109 | 110 | The XXX and YYY libraries contain APIs which allow you to <do-something>. The <class-name> class extends the <other-class-name> class so you can ... 111 | 112 | You can implement a <something> using the XXX: 113 | 114 | ```C# 115 | using Unity.Editor; 116 | using MyPackage; 117 | namespace MyNamespace 118 | { 119 | public class MyClass 120 | { 121 | ... 122 | } 123 | } 124 | ``` 125 | 126 | 127 | 128 | 129 | # <package name> workflows 130 | 131 | To edit objects and elements: 132 | 133 | 1. Decide which tools can help you achieve the end results. There might be multiple solutions that can all produce the effect you want. 134 | 2. Select the element(s) that you want to modify. Often, the editing tool impacts which elements you need to select and how you need to select them. 135 | 3. Depending on which tool you are using, set any options to help customize the outcome or change the default settings. 136 | 4. Perform the action. Depending on what you are doing, this may be a simple matter of clicking a button. In some cases, you may be carrying out some intricate procedures. For example, you can click to ... 137 | 138 | 139 | 140 | 141 | # Advanced topics 142 | 143 | This section provides more information on the following topics: 144 | 145 | * [First topic](#first): provides a list of ... 146 | * [Second topic](#second): explains the origin of ... 147 | * etc. 148 | 149 | 150 | 151 | 152 | 153 | ## First topic 154 | 155 | This is a list of ... 156 | 157 | 158 | 159 | 160 | 161 | ## Second topic 162 | 163 | The XXX extends the YYY by tracking the ... 164 | 165 | 166 | 167 | 168 | 169 | # XXX window 170 | 171 | You can access these properties on the XXX window: 172 | 173 | | **Property:** | **Function:** | 174 | |:--- |:--- | 175 | | __MySlider__ | Set this value to ... | 176 | | __MyCheckbox__ | Enable this property to ... | 177 | | __MyDropdownMenu__ | Choose how you want to ... | 178 | |      Value 1 | Select this value if ... This is the default. | 179 | |      Value 2 | Select this value if ... | 180 | |      Value 3 | Select this value if ... | 181 | | __MyReference__ | Set a reference to ... | 182 | 183 | 184 | 185 | 186 | # Tutorials 187 | 188 | This tutorial demonstrates how to XXX by <doing something>: 189 | 190 | 1. Do the first task. 191 | 192 | 2. Do the second task. The following image appears: 193 | 194 | ![A cinematic in the Timeline Editor window.](images/example.png) 195 | 196 | 4. etc ... 197 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | [MyPackageName] copyright © [YEAR] Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 976a6fd6236f0f34388c79d2c59da4e3 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c915ad93f926ba9458e613b137211f82 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (C) 2011 by Ashima Arts (Simplex noise) 2 | Copyright (C) 2011-2016 by Stefan Gustavson (Classic noise and others) 3 | 4 | Permission is hereby granted, free of charge, to any person obtaining a copy 5 | of this software and associated documentation files (the "Software"), to deal 6 | in the Software without restriction, including without limitation the rights 7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 8 | copies of the Software, and to permit persons to whom the Software is 9 | furnished to do so, subject to the following conditions: 10 | 11 | The above copyright notice and this permission notice shall be included in 12 | all copies or substantial portions of the Software. 13 | 14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 15 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 16 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 17 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 18 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 19 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 20 | THE SOFTWARE. 21 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80cd44bbb30e5fc4aa7bfc995c3b4d59 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/README: -------------------------------------------------------------------------------- 1 | Port of GLSL noise from https://github.com/ashima/webgl-noise -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/README.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7f60a39848594847af992ee8e21b24a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2D.hlsl: -------------------------------------------------------------------------------- 1 | // Cellular noise ("Worley noise") in 2D in GLSL. 2 | // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. 3 | // This code is released under the conditions of the MIT license. 4 | // See LICENSE file for details. 5 | // https://github.com/stegu/webgl-noise 6 | 7 | #ifndef NOISE_COMMON_INCLUDED 8 | #include "./common.hlsl" 9 | #endif 10 | 11 | // Cellular noise, returning F1 and F2 in a vec2. 12 | // Standard 3x3 search window for good F1 and F2 values 13 | float2 cellular(float2 P) { 14 | #define K 0.142857142857 // 1/7 15 | #define Ko 0.428571428571 // 3/7 16 | #define jitter 1.0 // Less gives more regular pattern 17 | 18 | float2 Pi = mod289(floor(P)); 19 | float2 Pf = frac(P); 20 | float3 oi = float3(-1.0, 0.0, 1.0); 21 | float3 of = float3(-0.5, 0.5, 1.5); 22 | float3 px = permute(Pi.x + oi); 23 | float3 p = permute(px.x + Pi.y + oi); // p11, p12, p13 24 | float3 ox = frac(p*K) - Ko; 25 | float3 oy = mod7(floor(p*K))*K - Ko; 26 | float3 dx = Pf.x + 0.5 + jitter*ox; 27 | float3 dy = Pf.y - of + jitter*oy; 28 | float3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared 29 | p = permute(px.y + Pi.y + oi); // p21, p22, p23 30 | ox = frac(p*K) - Ko; 31 | oy = mod7(floor(p*K))*K - Ko; 32 | dx = Pf.x - 0.5 + jitter*ox; 33 | dy = Pf.y - of + jitter*oy; 34 | float3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared 35 | p = permute(px.z + Pi.y + oi); // p31, p32, p33 36 | ox = frac(p*K) - Ko; 37 | oy = mod7(floor(p*K))*K - Ko; 38 | dx = Pf.x - 1.5 + jitter*ox; 39 | dy = Pf.y - of + jitter*oy; 40 | float3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared 41 | // Sort out the two smallest distances (F1, F2) 42 | float3 d1a = min(d1, d2); 43 | d2 = max(d1, d2); // Swap to keep candidates for F2 44 | d2 = min(d2, d3); // neither F1 nor F2 are now in d3 45 | d1 = min(d1a, d2); // F1 is now in d1 46 | d2 = max(d1a, d2); // Swap to keep candidates for F2 47 | d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller 48 | d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x 49 | d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz 50 | d1.y = min(d1.y, d1.z); // nor in d1.z 51 | d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done. 52 | return sqrt(d1.xy); 53 | } 54 | 55 | // ShaderGraph Function 56 | 57 | void SG_cellular2D_float( float2 i, out float2 o ) 58 | { 59 | o = cellular( i ); 60 | } 61 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d456b5183efe0944b75cda08045f697 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2x2.hlsl: -------------------------------------------------------------------------------- 1 | // Cellular noise ("Worley noise") in 2D in GLSL. 2 | // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. 3 | // This code is released under the conditions of the MIT license. 4 | // See LICENSE file for details. 5 | // https://github.com/stegu/webgl-noise 6 | 7 | #ifndef NOISE_COMMON_INCLUDED 8 | #include "./common.hlsl" 9 | #endif 10 | 11 | // Cellular noise, returning F1 and F2 in a float2. 12 | // Speeded up by using 2x2 search window instead of 3x3, 13 | // at the expense of some strong pattern artifacts. 14 | // F2 is often wrong and has sharp discontinuities. 15 | // If you need a smooth F2, use the slower 3x3 version. 16 | // F1 is sometimes wrong, too, but OK for most purposes. 17 | float2 cellular2x2(float2 P) { 18 | #define K 0.142857142857 // 1/7 19 | #define K2 0.0714285714285 // K/2 20 | #define jitter 0.8 // jitter 1.0 makes F1 wrong more often 21 | float2 Pi = mod289(floor(P)); 22 | float2 Pf = frac(P); 23 | float4 Pfx = Pf.x + float4(-0.5, -1.5, -0.5, -1.5); 24 | float4 Pfy = Pf.y + float4(-0.5, -0.5, -1.5, -1.5); 25 | float4 p = permute(Pi.x + float4(0.0, 1.0, 0.0, 1.0)); 26 | p = permute(p + Pi.y + float4(0.0, 0.0, 1.0, 1.0)); 27 | float4 ox = mod7(p)*K+K2; 28 | float4 oy = mod7(floor(p*K))*K+K2; 29 | float4 dx = Pfx + jitter*ox; 30 | float4 dy = Pfy + jitter*oy; 31 | float4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared 32 | // Sort out the two smallest distances 33 | #if 0 34 | // Cheat and pick only F1 35 | d.xy = min(d.xy, d.zw); 36 | d.x = min(d.x, d.y); 37 | return float2(sqrt(d.x)); // F1 duplicated, F2 not computed 38 | #else 39 | // Do it right and find both F1 and F2 40 | d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap if smaller 41 | d.xz = (d.x < d.z) ? d.xz : d.zx; 42 | d.xw = (d.x < d.w) ? d.xw : d.wx; 43 | d.y = min(d.y, d.z); 44 | d.y = min(d.y, d.w); 45 | return sqrt(d.xy); 46 | #endif 47 | } 48 | 49 | // ShaderGraph Function 50 | 51 | void SG_cellular2x2_float( float2 i, out float2 o ) 52 | { 53 | o = cellular2x2( i ); 54 | } 55 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2x2.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74b5534cb67bbc4418aed2615ad71468 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2x2x2.hlsl: -------------------------------------------------------------------------------- 1 | // Cellular noise ("Worley noise") in 3D in GLSL. 2 | // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. 3 | // This code is released under the conditions of the MIT license. 4 | // See LICENSE file for details. 5 | // https://github.com/stegu/webgl-noise 6 | 7 | #ifndef NOISE_COMMON_INCLUDED 8 | #include "./common.hlsl" 9 | #endif 10 | 11 | // Cellular noise, returning F1 and F2 in a float2. 12 | // Speeded up by using 2x2x2 search window instead of 3x3x3, 13 | // at the expense of some pattern artifacts. 14 | // F2 is often wrong and has sharp discontinuities. 15 | // If you need a good F2, use the slower 3x3x3 version. 16 | float2 cellular2x2x2(float3 P) { 17 | #define K 0.142857142857 // 1/7 18 | #define Ko 0.428571428571 // 1/2-K/2 19 | #define K2 0.020408163265306 // 1/(7*7) 20 | #define Kz 0.166666666667 // 1/6 21 | #define Kzo 0.416666666667 // 1/2-1/6*2 22 | #define jitter 0.8 // smaller jitter gives less errors in F2 23 | float3 Pi = mod289(floor(P)); 24 | float3 Pf = frac(P); 25 | float4 Pfx = Pf.x + float4(0.0, -1.0, 0.0, -1.0); 26 | float4 Pfy = Pf.y + float4(0.0, 0.0, -1.0, -1.0); 27 | float4 p = permute(Pi.x + float4(0.0, 1.0, 0.0, 1.0)); 28 | p = permute(p + Pi.y + float4(0.0, 0.0, 1.0, 1.0)); 29 | float4 p1 = permute(p + Pi.z); // z+0 30 | float4 p2 = permute(p + Pi.z + float4(1.0, 1.0, 1.0, 1.0)); // z+1 31 | float4 ox1 = frac(p1*K) - Ko; 32 | float4 oy1 = mod7(floor(p1*K))*K - Ko; 33 | float4 oz1 = floor(p1*K2)*Kz - Kzo; // p1 < 289 guaranteed 34 | float4 ox2 = frac(p2*K) - Ko; 35 | float4 oy2 = mod7(floor(p2*K))*K - Ko; 36 | float4 oz2 = floor(p2*K2)*Kz - Kzo; 37 | float4 dx1 = Pfx + jitter*ox1; 38 | float4 dy1 = Pfy + jitter*oy1; 39 | float4 dz1 = Pf.z + jitter*oz1; 40 | float4 dx2 = Pfx + jitter*ox2; 41 | float4 dy2 = Pfy + jitter*oy2; 42 | float4 dz2 = Pf.z - 1.0 + jitter*oz2; 43 | float4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1; // z+0 44 | float4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2; // z+1 45 | 46 | // Sort out the two smallest distances (F1, F2) 47 | #if 0 48 | // Cheat and sort out only F1 49 | d1 = min(d1, d2); 50 | d1.xy = min(d1.xy, d1.wz); 51 | d1.x = min(d1.x, d1.y); 52 | return float2(sqrt(d1.x)); 53 | #else 54 | // Do it right and sort out both F1 and F2 55 | float4 d = min(d1,d2); // F1 is now in d 56 | d2 = max(d1,d2); // Make sure we keep all candidates for F2 57 | d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap smallest to d.x 58 | d.xz = (d.x < d.z) ? d.xz : d.zx; 59 | d.xw = (d.x < d.w) ? d.xw : d.wx; // F1 is now in d.x 60 | d.yzw = min(d.yzw, d2.yzw); // F2 now not in d2.yzw 61 | d.y = min(d.y, d.z); // nor in d.z 62 | d.y = min(d.y, d.w); // nor in d.w 63 | d.y = min(d.y, d2.x); // F2 is now in d.y 64 | return sqrt(d.xy); // F1 and F2 65 | #endif 66 | } 67 | 68 | // ShaderGraph Function 69 | 70 | void SG_cellular2x2x2_float( float3 i, out float2 o ) 71 | { 72 | o = cellular2x2x2( i ); 73 | } 74 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular2x2x2.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cdc7fc66588bdd45ae51aff04153230 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular3D.hlsl: -------------------------------------------------------------------------------- 1 | // Cellular noise ("Worley noise") in 3D in GLSL. 2 | // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. 3 | // This code is released under the conditions of the MIT license. 4 | // See LICENSE file for details. 5 | // https://github.com/stegu/webgl-noise 6 | 7 | #ifndef NOISE_COMMON_INCLUDED 8 | #include "./common.hlsl" 9 | #endif 10 | 11 | // Cellular noise, returning F1 and F2 in a float2. 12 | // 3x3x3 search region for good F2 everywhere, but a lot 13 | // slower than the 2x2x2 version. 14 | // The code below is a bit scary even to its author, 15 | // but it has at least half decent performance on a 16 | // modern GPU. In any case, it beats any software 17 | // implementation of Worley noise hands down. 18 | 19 | float2 cellular(float3 P) { 20 | #define K 0.142857142857 // 1/7 21 | #define Ko 0.428571428571 // 1/2-K/2 22 | #define K2 0.020408163265306 // 1/(7*7) 23 | #define Kz 0.166666666667 // 1/6 24 | #define Kzo 0.416666666667 // 1/2-1/6*2 25 | #define jitter 1.0 // smaller jitter gives more regular pattern 26 | 27 | float3 Pi = mod289(floor(P)); 28 | float3 Pf = frac(P) - 0.5; 29 | 30 | float3 Pfx = Pf.x + float3(1.0, 0.0, -1.0); 31 | float3 Pfy = Pf.y + float3(1.0, 0.0, -1.0); 32 | float3 Pfz = Pf.z + float3(1.0, 0.0, -1.0); 33 | 34 | float3 p = permute(Pi.x + float3(-1.0, 0.0, 1.0)); 35 | float3 p1 = permute(p + Pi.y - 1.0); 36 | float3 p2 = permute(p + Pi.y); 37 | float3 p3 = permute(p + Pi.y + 1.0); 38 | 39 | float3 p11 = permute(p1 + Pi.z - 1.0); 40 | float3 p12 = permute(p1 + Pi.z); 41 | float3 p13 = permute(p1 + Pi.z + 1.0); 42 | 43 | float3 p21 = permute(p2 + Pi.z - 1.0); 44 | float3 p22 = permute(p2 + Pi.z); 45 | float3 p23 = permute(p2 + Pi.z + 1.0); 46 | 47 | float3 p31 = permute(p3 + Pi.z - 1.0); 48 | float3 p32 = permute(p3 + Pi.z); 49 | float3 p33 = permute(p3 + Pi.z + 1.0); 50 | 51 | float3 ox11 = frac(p11*K) - Ko; 52 | float3 oy11 = mod7(floor(p11*K))*K - Ko; 53 | float3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed 54 | 55 | float3 ox12 = frac(p12*K) - Ko; 56 | float3 oy12 = mod7(floor(p12*K))*K - Ko; 57 | float3 oz12 = floor(p12*K2)*Kz - Kzo; 58 | 59 | float3 ox13 = frac(p13*K) - Ko; 60 | float3 oy13 = mod7(floor(p13*K))*K - Ko; 61 | float3 oz13 = floor(p13*K2)*Kz - Kzo; 62 | 63 | float3 ox21 = frac(p21*K) - Ko; 64 | float3 oy21 = mod7(floor(p21*K))*K - Ko; 65 | float3 oz21 = floor(p21*K2)*Kz - Kzo; 66 | 67 | float3 ox22 = frac(p22*K) - Ko; 68 | float3 oy22 = mod7(floor(p22*K))*K - Ko; 69 | float3 oz22 = floor(p22*K2)*Kz - Kzo; 70 | 71 | float3 ox23 = frac(p23*K) - Ko; 72 | float3 oy23 = mod7(floor(p23*K))*K - Ko; 73 | float3 oz23 = floor(p23*K2)*Kz - Kzo; 74 | 75 | float3 ox31 = frac(p31*K) - Ko; 76 | float3 oy31 = mod7(floor(p31*K))*K - Ko; 77 | float3 oz31 = floor(p31*K2)*Kz - Kzo; 78 | 79 | float3 ox32 = frac(p32*K) - Ko; 80 | float3 oy32 = mod7(floor(p32*K))*K - Ko; 81 | float3 oz32 = floor(p32*K2)*Kz - Kzo; 82 | 83 | float3 ox33 = frac(p33*K) - Ko; 84 | float3 oy33 = mod7(floor(p33*K))*K - Ko; 85 | float3 oz33 = floor(p33*K2)*Kz - Kzo; 86 | 87 | float3 dx11 = Pfx + jitter*ox11; 88 | float3 dy11 = Pfy.x + jitter*oy11; 89 | float3 dz11 = Pfz.x + jitter*oz11; 90 | 91 | float3 dx12 = Pfx + jitter*ox12; 92 | float3 dy12 = Pfy.x + jitter*oy12; 93 | float3 dz12 = Pfz.y + jitter*oz12; 94 | 95 | float3 dx13 = Pfx + jitter*ox13; 96 | float3 dy13 = Pfy.x + jitter*oy13; 97 | float3 dz13 = Pfz.z + jitter*oz13; 98 | 99 | float3 dx21 = Pfx + jitter*ox21; 100 | float3 dy21 = Pfy.y + jitter*oy21; 101 | float3 dz21 = Pfz.x + jitter*oz21; 102 | 103 | float3 dx22 = Pfx + jitter*ox22; 104 | float3 dy22 = Pfy.y + jitter*oy22; 105 | float3 dz22 = Pfz.y + jitter*oz22; 106 | 107 | float3 dx23 = Pfx + jitter*ox23; 108 | float3 dy23 = Pfy.y + jitter*oy23; 109 | float3 dz23 = Pfz.z + jitter*oz23; 110 | 111 | float3 dx31 = Pfx + jitter*ox31; 112 | float3 dy31 = Pfy.z + jitter*oy31; 113 | float3 dz31 = Pfz.x + jitter*oz31; 114 | 115 | float3 dx32 = Pfx + jitter*ox32; 116 | float3 dy32 = Pfy.z + jitter*oy32; 117 | float3 dz32 = Pfz.y + jitter*oz32; 118 | 119 | float3 dx33 = Pfx + jitter*ox33; 120 | float3 dy33 = Pfy.z + jitter*oy33; 121 | float3 dz33 = Pfz.z + jitter*oz33; 122 | 123 | float3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11; 124 | float3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12; 125 | float3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13; 126 | float3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21; 127 | float3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22; 128 | float3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23; 129 | float3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31; 130 | float3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32; 131 | float3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33; 132 | 133 | // Sort out the two smallest distances (F1, F2) 134 | #if 0 135 | // Cheat and sort out only F1 136 | float3 d1 = min(min(d11,d12), d13); 137 | float3 d2 = min(min(d21,d22), d23); 138 | float3 d3 = min(min(d31,d32), d33); 139 | float3 d = min(min(d1,d2), d3); 140 | d.x = min(min(d.x,d.y),d.z); 141 | return float2(sqrt(d.x)); // F1 duplicated, no F2 computed 142 | #else 143 | // Do it right and sort out both F1 and F2 144 | float3 d1a = min(d11, d12); 145 | d12 = max(d11, d12); 146 | d11 = min(d1a, d13); // Smallest now not in d12 or d13 147 | d13 = max(d1a, d13); 148 | d12 = min(d12, d13); // 2nd smallest now not in d13 149 | float3 d2a = min(d21, d22); 150 | d22 = max(d21, d22); 151 | d21 = min(d2a, d23); // Smallest now not in d22 or d23 152 | d23 = max(d2a, d23); 153 | d22 = min(d22, d23); // 2nd smallest now not in d23 154 | float3 d3a = min(d31, d32); 155 | d32 = max(d31, d32); 156 | d31 = min(d3a, d33); // Smallest now not in d32 or d33 157 | d33 = max(d3a, d33); 158 | d32 = min(d32, d33); // 2nd smallest now not in d33 159 | float3 da = min(d11, d21); 160 | d21 = max(d11, d21); 161 | d11 = min(da, d31); // Smallest now in d11 162 | d31 = max(da, d31); // 2nd smallest now not in d31 163 | d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; 164 | d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest 165 | d12 = min(d12, d21); // 2nd smallest now not in d21 166 | d12 = min(d12, d22); // nor in d22 167 | d12 = min(d12, d31); // nor in d31 168 | d12 = min(d12, d32); // nor in d32 169 | d11.yz = min(d11.yz,d12.xy); // nor in d12.yz 170 | d11.y = min(d11.y,d12.z); // Only two more to go 171 | d11.y = min(d11.y,d11.z); // Done! (Phew!) 172 | return sqrt(d11.xy); // F1, F2 173 | #endif 174 | } 175 | 176 | // ShaderGraph Function 177 | 178 | void SG_cellular3D_float( float3 i, out float2 o ) 179 | { 180 | o = cellular( i ); 181 | } 182 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/cellular3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62234d27c017f5b43a30b3cbf83370c0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise2D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // GLSL textureless classic 2D noise "cnoise", 3 | // with an RSL-style periodic variant "pnoise". 4 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 5 | // Version: 2011-08-22 6 | // 7 | // Many thanks to Ian McEwan of Ashima Arts for the 8 | // ideas for permutation and gradient selection. 9 | // 10 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 11 | // Distributed under the MIT license. See LICENSE file. 12 | // https://github.com/stegu/webgl-noise 13 | // 14 | 15 | #ifndef NOISE_COMMON_INCLUDED 16 | #include "./common.hlsl" 17 | #endif 18 | 19 | // Classic Perlin noise 20 | float cnoise(float2 P) 21 | { 22 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 23 | float4 Pf = frac(P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 24 | Pi = mod289(Pi); // To avoid truncation effects in permutation 25 | float4 ix = Pi.xzxz; 26 | float4 iy = Pi.yyww; 27 | float4 fx = Pf.xzxz; 28 | float4 fy = Pf.yyww; 29 | 30 | float4 i = permute(permute(ix) + iy); 31 | 32 | float4 gx = frac(i * (1.0 / 41.0)) * 2.0 - 1.0 ; 33 | float4 gy = abs(gx) - 0.5 ; 34 | float4 tx = floor(gx + 0.5); 35 | gx = gx - tx; 36 | 37 | float2 g00 = float2(gx.x,gy.x); 38 | float2 g10 = float2(gx.y,gy.y); 39 | float2 g01 = float2(gx.z,gy.z); 40 | float2 g11 = float2(gx.w,gy.w); 41 | 42 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 43 | g00 *= norm.x; 44 | g01 *= norm.y; 45 | g10 *= norm.z; 46 | g11 *= norm.w; 47 | 48 | float n00 = dot(g00, float2(fx.x, fy.x)); 49 | float n10 = dot(g10, float2(fx.y, fy.y)); 50 | float n01 = dot(g01, float2(fx.z, fy.z)); 51 | float n11 = dot(g11, float2(fx.w, fy.w)); 52 | 53 | float2 fade_xy = fade(Pf.xy); 54 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 55 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 56 | return 2.3 * n_xy; 57 | } 58 | 59 | // Classic Perlin noise, periodic variant 60 | float pnoise(float2 P, float2 rep) 61 | { 62 | float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); 63 | float4 Pf = frac(P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); 64 | Pi = fmod(Pi, rep.xyxy); // To create noise with explicit period 65 | Pi = mod289(Pi); // To avoid truncation effects in permutation 66 | float4 ix = Pi.xzxz; 67 | float4 iy = Pi.yyww; 68 | float4 fx = Pf.xzxz; 69 | float4 fy = Pf.yyww; 70 | 71 | float4 i = permute(permute(ix) + iy); 72 | 73 | float4 gx = frac(i * (1.0 / 41.0)) * 2.0 - 1.0 ; 74 | float4 gy = abs(gx) - 0.5 ; 75 | float4 tx = floor(gx + 0.5); 76 | gx = gx - tx; 77 | 78 | float2 g00 = float2(gx.x,gy.x); 79 | float2 g10 = float2(gx.y,gy.y); 80 | float2 g01 = float2(gx.z,gy.z); 81 | float2 g11 = float2(gx.w,gy.w); 82 | 83 | float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); 84 | g00 *= norm.x; 85 | g01 *= norm.y; 86 | g10 *= norm.z; 87 | g11 *= norm.w; 88 | 89 | float n00 = dot(g00, float2(fx.x, fy.x)); 90 | float n10 = dot(g10, float2(fx.y, fy.y)); 91 | float n01 = dot(g01, float2(fx.z, fy.z)); 92 | float n11 = dot(g11, float2(fx.w, fy.w)); 93 | 94 | float2 fade_xy = fade(Pf.xy); 95 | float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); 96 | float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); 97 | return 2.3 * n_xy; 98 | } 99 | 100 | // ShaderGraph Function 101 | 102 | void SG_classic2D_float( float2 i, out float o ) 103 | { 104 | o = cnoise( i ); 105 | } 106 | 107 | void SG_classic2D_periodic_float( float2 i, float2 r, out float o ) 108 | { 109 | o = pnoise( i, r ); 110 | } -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 769bb1e6babeab447ab9e897946f72b3 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // GLSL textureless classic 3D noise "cnoise", 3 | // with an RSL-style periodic variant "pnoise". 4 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 5 | // Version: 2011-10-11 6 | // 7 | // Many thanks to Ian McEwan of Ashima Arts for the 8 | // ideas for permutation and gradient selection. 9 | // 10 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 11 | // Distributed under the MIT license. See LICENSE file. 12 | // https://github.com/stegu/webgl-noise 13 | // 14 | 15 | #ifndef NOISE_COMMON_INCLUDED 16 | #include "./common.hlsl" 17 | #endif 18 | 19 | // Classic Perlin noise 20 | float cnoise(float3 P) 21 | { 22 | float3 Pi0 = floor(P); // Integer part for indexing 23 | float3 Pi1 = Pi0 + float3(1.0, 1.0, 1.0); // Integer part + 1 24 | Pi0 = mod289(Pi0); 25 | Pi1 = mod289(Pi1); 26 | float3 Pf0 = frac(P); // fracional part for interpolation 27 | float3 Pf1 = Pf0 - float3(1.0, 1.0, 1.0); // fracional part - 1.0 28 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 29 | float4 iy = float4(Pi0.yy, Pi1.yy); 30 | float4 iz0 = Pi0.zzzz; 31 | float4 iz1 = Pi1.zzzz; 32 | 33 | float4 ixy = permute(permute(ix) + iy); 34 | float4 ixy0 = permute(ixy + iz0); 35 | float4 ixy1 = permute(ixy + iz1); 36 | 37 | float4 gx0 = ixy0 * (1.0 / 7.0); 38 | float4 gy0 = frac(floor(gx0) * (1.0 / 7.0)) - 0.5; 39 | gx0 = frac(gx0); 40 | float4 gz0 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx0) - abs(gy0); 41 | float4 sz0 = step(gz0, float4(0.0, 0.0, 0.0, 0.0)); 42 | gx0 -= sz0 * (step(0.0, gx0) - 0.5); 43 | gy0 -= sz0 * (step(0.0, gy0) - 0.5); 44 | 45 | float4 gx1 = ixy1 * (1.0 / 7.0); 46 | float4 gy1 = frac(floor(gx1) * (1.0 / 7.0)) - 0.5; 47 | gx1 = frac(gx1); 48 | float4 gz1 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx1) - abs(gy1); 49 | float4 sz1 = step(gz1, float4(0.0, 0.0, 0.0, 0.0)); 50 | gx1 -= sz1 * (step(0.0, gx1) - 0.5); 51 | gy1 -= sz1 * (step(0.0, gy1) - 0.5); 52 | 53 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 54 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 55 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 56 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 57 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 58 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 59 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 60 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 61 | 62 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 63 | g000 *= norm0.x; 64 | g010 *= norm0.y; 65 | g100 *= norm0.z; 66 | g110 *= norm0.w; 67 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 68 | g001 *= norm1.x; 69 | g011 *= norm1.y; 70 | g101 *= norm1.z; 71 | g111 *= norm1.w; 72 | 73 | float n000 = dot(g000, Pf0); 74 | float n100 = dot(g100, float3(Pf1.x, Pf0.yz)); 75 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 76 | float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); 77 | float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); 78 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 79 | float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); 80 | float n111 = dot(g111, Pf1); 81 | 82 | float3 fade_xyz = fade(Pf0); 83 | float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); 84 | float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); 85 | float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); 86 | return 2.2 * n_xyz; 87 | } 88 | 89 | // Classic Perlin noise, periodic variant 90 | float pnoise(float3 P, float3 rep) 91 | { 92 | float3 Pi0 = fmod(floor(P), rep); // Integer part, modulo period 93 | float3 Pi1 = fmod(Pi0 + MFLOAT3(1.0), rep); // Integer part + 1, mod period 94 | Pi0 = mod289(Pi0); 95 | Pi1 = mod289(Pi1); 96 | float3 Pf0 = frac(P); // fracional part for interpolation 97 | float3 Pf1 = Pf0 - MFLOAT3(1.0); // fracional part - 1.0 98 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 99 | float4 iy = float4(Pi0.yy, Pi1.yy); 100 | float4 iz0 = Pi0.zzzz; 101 | float4 iz1 = Pi1.zzzz; 102 | 103 | float4 ixy = permute(permute(ix) + iy); 104 | float4 ixy0 = permute(ixy + iz0); 105 | float4 ixy1 = permute(ixy + iz1); 106 | 107 | float4 gx0 = ixy0 * (1.0 / 7.0); 108 | float4 gy0 = frac(floor(gx0) * (1.0 / 7.0)) - 0.5; 109 | gx0 = frac(gx0); 110 | float4 gz0 = MFLOAT4(0.5) - abs(gx0) - abs(gy0); 111 | float4 sz0 = step(gz0, (0).xxxx); 112 | gx0 -= sz0 * (step(0.0, gx0) - 0.5); 113 | gy0 -= sz0 * (step(0.0, gy0) - 0.5); 114 | 115 | float4 gx1 = ixy1 * (1.0 / 7.0); 116 | float4 gy1 = frac(floor(gx1) * (1.0 / 7.0)) - 0.5; 117 | gx1 = frac(gx1); 118 | float4 gz1 = MFLOAT4(0.5) - abs(gx1) - abs(gy1); 119 | float4 sz1 = step(gz1, MFLOAT4(0.0)); 120 | gx1 -= sz1 * (step(0.0, gx1) - 0.5); 121 | gy1 -= sz1 * (step(0.0, gy1) - 0.5); 122 | 123 | float3 g000 = float3(gx0.x,gy0.x,gz0.x); 124 | float3 g100 = float3(gx0.y,gy0.y,gz0.y); 125 | float3 g010 = float3(gx0.z,gy0.z,gz0.z); 126 | float3 g110 = float3(gx0.w,gy0.w,gz0.w); 127 | float3 g001 = float3(gx1.x,gy1.x,gz1.x); 128 | float3 g101 = float3(gx1.y,gy1.y,gz1.y); 129 | float3 g011 = float3(gx1.z,gy1.z,gz1.z); 130 | float3 g111 = float3(gx1.w,gy1.w,gz1.w); 131 | 132 | float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 133 | g000 *= norm0.x; 134 | g010 *= norm0.y; 135 | g100 *= norm0.z; 136 | g110 *= norm0.w; 137 | float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 138 | g001 *= norm1.x; 139 | g011 *= norm1.y; 140 | g101 *= norm1.z; 141 | g111 *= norm1.w; 142 | 143 | float n000 = dot(g000, Pf0); 144 | float n100 = dot(g100, float3(Pf1.x, Pf0.yz)); 145 | float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); 146 | float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); 147 | float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); 148 | float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); 149 | float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); 150 | float n111 = dot(g111, Pf1); 151 | 152 | float3 fade_xyz = fade(Pf0); 153 | float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); 154 | float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); 155 | float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); 156 | return 2.2 * n_xyz; 157 | } 158 | 159 | // ShaderGraph Function 160 | 161 | void SG_classic3D_float( float3 i, out float o ) 162 | { 163 | o = cnoise( i ); 164 | } 165 | 166 | void SG_classic3D_periodic_float( float3 i, float3 r, out float o ) 167 | { 168 | o = pnoise( i, r ); 169 | } -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09d0d427f19846c4497ce0a0507e25cc 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise4D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // GLSL textureless classic 4D noise "cnoise", 3 | // with an RSL-style periodic variant "pnoise". 4 | // Author: Stefan Gustavson (stefan.gustavson@liu.se) 5 | // Version: 2011-08-22 6 | // 7 | // Many thanks to Ian McEwan of Ashima Arts for the 8 | // ideas for permutation and gradient selection. 9 | // 10 | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. 11 | // Distributed under the MIT license. See LICENSE file. 12 | // https://github.com/stegu/webgl-noise 13 | // 14 | 15 | #ifndef NOISE_COMMON_INCLUDED 16 | #include "./common.hlsl" 17 | #endif 18 | 19 | // Classic Perlin noise 20 | float cnoise(float4 P) 21 | { 22 | float4 Pi0 = floor(P); // Integer part for indexing 23 | float4 Pi1 = Pi0 + 1.0; // Integer part + 1 24 | Pi0 = mod289(Pi0); 25 | Pi1 = mod289(Pi1); 26 | float4 Pf0 = frac(P); // fracional part for interpolation 27 | float4 Pf1 = Pf0 - 1.0; // fracional part - 1.0 28 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 29 | float4 iy = float4(Pi0.yy, Pi1.yy); 30 | float4 iz0 = float4(Pi0.zzzz); 31 | float4 iz1 = float4(Pi1.zzzz); 32 | float4 iw0 = float4(Pi0.wwww); 33 | float4 iw1 = float4(Pi1.wwww); 34 | 35 | float4 ixy = permute(permute(ix) + iy); 36 | float4 ixy0 = permute(ixy + iz0); 37 | float4 ixy1 = permute(ixy + iz1); 38 | float4 ixy00 = permute(ixy0 + iw0); 39 | float4 ixy01 = permute(ixy0 + iw1); 40 | float4 ixy10 = permute(ixy1 + iw0); 41 | float4 ixy11 = permute(ixy1 + iw1); 42 | 43 | float4 gx00 = ixy00 * (1.0 / 7.0); 44 | float4 gy00 = floor(gx00) * (1.0 / 7.0); 45 | float4 gz00 = floor(gy00) * (1.0 / 6.0); 46 | gx00 = frac(gx00) - 0.5; 47 | gy00 = frac(gy00) - 0.5; 48 | gz00 = frac(gz00) - 0.5; 49 | float4 gw00 = MFLOAT4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); 50 | float4 sw00 = step(gw00, MFLOAT4(0.0)); 51 | gx00 -= sw00 * (step(0.0, gx00) - 0.5); 52 | gy00 -= sw00 * (step(0.0, gy00) - 0.5); 53 | 54 | float4 gx01 = ixy01 * (1.0 / 7.0); 55 | float4 gy01 = floor(gx01) * (1.0 / 7.0); 56 | float4 gz01 = floor(gy01) * (1.0 / 6.0); 57 | gx01 = frac(gx01) - 0.5; 58 | gy01 = frac(gy01) - 0.5; 59 | gz01 = frac(gz01) - 0.5; 60 | float4 gw01 = MFLOAT4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); 61 | float4 sw01 = step(gw01, MFLOAT4(0.0)); 62 | gx01 -= sw01 * (step(0.0, gx01) - 0.5); 63 | gy01 -= sw01 * (step(0.0, gy01) - 0.5); 64 | 65 | float4 gx10 = ixy10 * (1.0 / 7.0); 66 | float4 gy10 = floor(gx10) * (1.0 / 7.0); 67 | float4 gz10 = floor(gy10) * (1.0 / 6.0); 68 | gx10 = frac(gx10) - 0.5; 69 | gy10 = frac(gy10) - 0.5; 70 | gz10 = frac(gz10) - 0.5; 71 | float4 gw10 = MFLOAT4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); 72 | float4 sw10 = step(gw10, MFLOAT4(0.0)); 73 | gx10 -= sw10 * (step(0.0, gx10) - 0.5); 74 | gy10 -= sw10 * (step(0.0, gy10) - 0.5); 75 | 76 | float4 gx11 = ixy11 * (1.0 / 7.0); 77 | float4 gy11 = floor(gx11) * (1.0 / 7.0); 78 | float4 gz11 = floor(gy11) * (1.0 / 6.0); 79 | gx11 = frac(gx11) - 0.5; 80 | gy11 = frac(gy11) - 0.5; 81 | gz11 = frac(gz11) - 0.5; 82 | float4 gw11 = MFLOAT4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); 83 | float4 sw11 = step(gw11, MFLOAT4(0.0)); 84 | gx11 -= sw11 * (step(0.0, gx11) - 0.5); 85 | gy11 -= sw11 * (step(0.0, gy11) - 0.5); 86 | 87 | float4 g0000 = float4(gx00.x,gy00.x,gz00.x,gw00.x); 88 | float4 g1000 = float4(gx00.y,gy00.y,gz00.y,gw00.y); 89 | float4 g0100 = float4(gx00.z,gy00.z,gz00.z,gw00.z); 90 | float4 g1100 = float4(gx00.w,gy00.w,gz00.w,gw00.w); 91 | float4 g0010 = float4(gx10.x,gy10.x,gz10.x,gw10.x); 92 | float4 g1010 = float4(gx10.y,gy10.y,gz10.y,gw10.y); 93 | float4 g0110 = float4(gx10.z,gy10.z,gz10.z,gw10.z); 94 | float4 g1110 = float4(gx10.w,gy10.w,gz10.w,gw10.w); 95 | float4 g0001 = float4(gx01.x,gy01.x,gz01.x,gw01.x); 96 | float4 g1001 = float4(gx01.y,gy01.y,gz01.y,gw01.y); 97 | float4 g0101 = float4(gx01.z,gy01.z,gz01.z,gw01.z); 98 | float4 g1101 = float4(gx01.w,gy01.w,gz01.w,gw01.w); 99 | float4 g0011 = float4(gx11.x,gy11.x,gz11.x,gw11.x); 100 | float4 g1011 = float4(gx11.y,gy11.y,gz11.y,gw11.y); 101 | float4 g0111 = float4(gx11.z,gy11.z,gz11.z,gw11.z); 102 | float4 g1111 = float4(gx11.w,gy11.w,gz11.w,gw11.w); 103 | 104 | float4 norm00 = taylorInvSqrt(float4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); 105 | g0000 *= norm00.x; 106 | g0100 *= norm00.y; 107 | g1000 *= norm00.z; 108 | g1100 *= norm00.w; 109 | 110 | float4 norm01 = taylorInvSqrt(float4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); 111 | g0001 *= norm01.x; 112 | g0101 *= norm01.y; 113 | g1001 *= norm01.z; 114 | g1101 *= norm01.w; 115 | 116 | float4 norm10 = taylorInvSqrt(float4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); 117 | g0010 *= norm10.x; 118 | g0110 *= norm10.y; 119 | g1010 *= norm10.z; 120 | g1110 *= norm10.w; 121 | 122 | float4 norm11 = taylorInvSqrt(float4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); 123 | g0011 *= norm11.x; 124 | g0111 *= norm11.y; 125 | g1011 *= norm11.z; 126 | g1111 *= norm11.w; 127 | 128 | float n0000 = dot(g0000, Pf0); 129 | float n1000 = dot(g1000, float4(Pf1.x, Pf0.yzw)); 130 | float n0100 = dot(g0100, float4(Pf0.x, Pf1.y, Pf0.zw)); 131 | float n1100 = dot(g1100, float4(Pf1.xy, Pf0.zw)); 132 | float n0010 = dot(g0010, float4(Pf0.xy, Pf1.z, Pf0.w)); 133 | float n1010 = dot(g1010, float4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); 134 | float n0110 = dot(g0110, float4(Pf0.x, Pf1.yz, Pf0.w)); 135 | float n1110 = dot(g1110, float4(Pf1.xyz, Pf0.w)); 136 | float n0001 = dot(g0001, float4(Pf0.xyz, Pf1.w)); 137 | float n1001 = dot(g1001, float4(Pf1.x, Pf0.yz, Pf1.w)); 138 | float n0101 = dot(g0101, float4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); 139 | float n1101 = dot(g1101, float4(Pf1.xy, Pf0.z, Pf1.w)); 140 | float n0011 = dot(g0011, float4(Pf0.xy, Pf1.zw)); 141 | float n1011 = dot(g1011, float4(Pf1.x, Pf0.y, Pf1.zw)); 142 | float n0111 = dot(g0111, float4(Pf0.x, Pf1.yzw)); 143 | float n1111 = dot(g1111, Pf1); 144 | 145 | float4 fade_xyzw = fade(Pf0); 146 | float4 n_0w = lerp(float4(n0000, n1000, n0100, n1100), float4(n0001, n1001, n0101, n1101), fade_xyzw.w); 147 | float4 n_1w = lerp(float4(n0010, n1010, n0110, n1110), float4(n0011, n1011, n0111, n1111), fade_xyzw.w); 148 | float4 n_zw = lerp(n_0w, n_1w, fade_xyzw.z); 149 | float2 n_yzw = lerp(n_zw.xy, n_zw.zw, fade_xyzw.y); 150 | float n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x); 151 | return 2.2 * n_xyzw; 152 | } 153 | 154 | // Classic Perlin noise, periodic version 155 | float pnoise(float4 P, float4 rep) 156 | { 157 | float4 Pi0 = fmod(floor(P), rep); // Integer part modulo rep 158 | float4 Pi1 = fmod(Pi0 + 1.0, rep); // Integer part + 1 mod rep 159 | Pi0 = mod289(Pi0); 160 | Pi1 = mod289(Pi1); 161 | float4 Pf0 = frac(P); // fracional part for interpolation 162 | float4 Pf1 = Pf0 - 1.0; // fracional part - 1.0 163 | float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 164 | float4 iy = float4(Pi0.yy, Pi1.yy); 165 | float4 iz0 = float4(Pi0.zzzz); 166 | float4 iz1 = float4(Pi1.zzzz); 167 | float4 iw0 = float4(Pi0.wwww); 168 | float4 iw1 = float4(Pi1.wwww); 169 | 170 | float4 ixy = permute(permute(ix) + iy); 171 | float4 ixy0 = permute(ixy + iz0); 172 | float4 ixy1 = permute(ixy + iz1); 173 | float4 ixy00 = permute(ixy0 + iw0); 174 | float4 ixy01 = permute(ixy0 + iw1); 175 | float4 ixy10 = permute(ixy1 + iw0); 176 | float4 ixy11 = permute(ixy1 + iw1); 177 | 178 | float4 gx00 = ixy00 * (1.0 / 7.0); 179 | float4 gy00 = floor(gx00) * (1.0 / 7.0); 180 | float4 gz00 = floor(gy00) * (1.0 / 6.0); 181 | gx00 = frac(gx00) - 0.5; 182 | gy00 = frac(gy00) - 0.5; 183 | gz00 = frac(gz00) - 0.5; 184 | float4 gw00 = MFLOAT4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); 185 | float4 sw00 = step(gw00, MFLOAT4(0.0)); 186 | gx00 -= sw00 * (step(0.0, gx00) - 0.5); 187 | gy00 -= sw00 * (step(0.0, gy00) - 0.5); 188 | 189 | float4 gx01 = ixy01 * (1.0 / 7.0); 190 | float4 gy01 = floor(gx01) * (1.0 / 7.0); 191 | float4 gz01 = floor(gy01) * (1.0 / 6.0); 192 | gx01 = frac(gx01) - 0.5; 193 | gy01 = frac(gy01) - 0.5; 194 | gz01 = frac(gz01) - 0.5; 195 | float4 gw01 = MFLOAT4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); 196 | float4 sw01 = step(gw01, MFLOAT4(0.0)); 197 | gx01 -= sw01 * (step(0.0, gx01) - 0.5); 198 | gy01 -= sw01 * (step(0.0, gy01) - 0.5); 199 | 200 | float4 gx10 = ixy10 * (1.0 / 7.0); 201 | float4 gy10 = floor(gx10) * (1.0 / 7.0); 202 | float4 gz10 = floor(gy10) * (1.0 / 6.0); 203 | gx10 = frac(gx10) - 0.5; 204 | gy10 = frac(gy10) - 0.5; 205 | gz10 = frac(gz10) - 0.5; 206 | float4 gw10 = MFLOAT4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); 207 | float4 sw10 = step(gw10, MFLOAT4(0.0)); 208 | gx10 -= sw10 * (step(0.0, gx10) - 0.5); 209 | gy10 -= sw10 * (step(0.0, gy10) - 0.5); 210 | 211 | float4 gx11 = ixy11 * (1.0 / 7.0); 212 | float4 gy11 = floor(gx11) * (1.0 / 7.0); 213 | float4 gz11 = floor(gy11) * (1.0 / 6.0); 214 | gx11 = frac(gx11) - 0.5; 215 | gy11 = frac(gy11) - 0.5; 216 | gz11 = frac(gz11) - 0.5; 217 | float4 gw11 = MFLOAT4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); 218 | float4 sw11 = step(gw11, MFLOAT4(0.0)); 219 | gx11 -= sw11 * (step(0.0, gx11) - 0.5); 220 | gy11 -= sw11 * (step(0.0, gy11) - 0.5); 221 | 222 | float4 g0000 = float4(gx00.x,gy00.x,gz00.x,gw00.x); 223 | float4 g1000 = float4(gx00.y,gy00.y,gz00.y,gw00.y); 224 | float4 g0100 = float4(gx00.z,gy00.z,gz00.z,gw00.z); 225 | float4 g1100 = float4(gx00.w,gy00.w,gz00.w,gw00.w); 226 | float4 g0010 = float4(gx10.x,gy10.x,gz10.x,gw10.x); 227 | float4 g1010 = float4(gx10.y,gy10.y,gz10.y,gw10.y); 228 | float4 g0110 = float4(gx10.z,gy10.z,gz10.z,gw10.z); 229 | float4 g1110 = float4(gx10.w,gy10.w,gz10.w,gw10.w); 230 | float4 g0001 = float4(gx01.x,gy01.x,gz01.x,gw01.x); 231 | float4 g1001 = float4(gx01.y,gy01.y,gz01.y,gw01.y); 232 | float4 g0101 = float4(gx01.z,gy01.z,gz01.z,gw01.z); 233 | float4 g1101 = float4(gx01.w,gy01.w,gz01.w,gw01.w); 234 | float4 g0011 = float4(gx11.x,gy11.x,gz11.x,gw11.x); 235 | float4 g1011 = float4(gx11.y,gy11.y,gz11.y,gw11.y); 236 | float4 g0111 = float4(gx11.z,gy11.z,gz11.z,gw11.z); 237 | float4 g1111 = float4(gx11.w,gy11.w,gz11.w,gw11.w); 238 | 239 | float4 norm00 = taylorInvSqrt(float4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); 240 | g0000 *= norm00.x; 241 | g0100 *= norm00.y; 242 | g1000 *= norm00.z; 243 | g1100 *= norm00.w; 244 | 245 | float4 norm01 = taylorInvSqrt(float4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); 246 | g0001 *= norm01.x; 247 | g0101 *= norm01.y; 248 | g1001 *= norm01.z; 249 | g1101 *= norm01.w; 250 | 251 | float4 norm10 = taylorInvSqrt(float4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); 252 | g0010 *= norm10.x; 253 | g0110 *= norm10.y; 254 | g1010 *= norm10.z; 255 | g1110 *= norm10.w; 256 | 257 | float4 norm11 = taylorInvSqrt(float4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); 258 | g0011 *= norm11.x; 259 | g0111 *= norm11.y; 260 | g1011 *= norm11.z; 261 | g1111 *= norm11.w; 262 | 263 | float n0000 = dot(g0000, Pf0); 264 | float n1000 = dot(g1000, float4(Pf1.x, Pf0.yzw)); 265 | float n0100 = dot(g0100, float4(Pf0.x, Pf1.y, Pf0.zw)); 266 | float n1100 = dot(g1100, float4(Pf1.xy, Pf0.zw)); 267 | float n0010 = dot(g0010, float4(Pf0.xy, Pf1.z, Pf0.w)); 268 | float n1010 = dot(g1010, float4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); 269 | float n0110 = dot(g0110, float4(Pf0.x, Pf1.yz, Pf0.w)); 270 | float n1110 = dot(g1110, float4(Pf1.xyz, Pf0.w)); 271 | float n0001 = dot(g0001, float4(Pf0.xyz, Pf1.w)); 272 | float n1001 = dot(g1001, float4(Pf1.x, Pf0.yz, Pf1.w)); 273 | float n0101 = dot(g0101, float4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); 274 | float n1101 = dot(g1101, float4(Pf1.xy, Pf0.z, Pf1.w)); 275 | float n0011 = dot(g0011, float4(Pf0.xy, Pf1.zw)); 276 | float n1011 = dot(g1011, float4(Pf1.x, Pf0.y, Pf1.zw)); 277 | float n0111 = dot(g0111, float4(Pf0.x, Pf1.yzw)); 278 | float n1111 = dot(g1111, Pf1); 279 | 280 | float4 fade_xyzw = fade(Pf0); 281 | float4 n_0w = lerp(float4(n0000, n1000, n0100, n1100), float4(n0001, n1001, n0101, n1101), fade_xyzw.w); 282 | float4 n_1w = lerp(float4(n0010, n1010, n0110, n1110), float4(n0011, n1011, n0111, n1111), fade_xyzw.w); 283 | float4 n_zw = lerp(n_0w, n_1w, fade_xyzw.z); 284 | float2 n_yzw = lerp(n_zw.xy, n_zw.zw, fade_xyzw.y); 285 | float n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x); 286 | return 2.2 * n_xyzw; 287 | } 288 | 289 | // ShaderGraph Function 290 | 291 | void SG_classic4D_float( float4 i, out float o ) 292 | { 293 | o = cnoise( i ); 294 | } 295 | 296 | void SG_classic4D_periodic_float( float4 i, float4 r, out float o ) 297 | { 298 | o = pnoise( i, r ); 299 | } -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/classicnoise4D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1356076977a1fe14eaaa600c116d4837 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/common.hlsl: -------------------------------------------------------------------------------- 1 | #define NOISE_COMMON_INCLUDED 2 | 3 | // Modulo 289 4 | float4 mod289(float4 x) { 5 | return x - floor(x * (1.0 / 289.0)) * 289.0; 6 | //return fmod(x, 289.0); 7 | } 8 | 9 | float3 mod289(float3 x) { 10 | return x - floor(x * (1.0 / 289.0)) * 289.0; 11 | //return fmod(x, 289.0); 12 | } 13 | 14 | float2 mod289(float2 x) { 15 | return x - floor(x * (1.0 / 289.0)) * 289.0; 16 | //return fmod(x, 289.0); 17 | } 18 | 19 | float mod289(float x) { 20 | return x - floor(x * (1.0 / 289.0)) * 289.0; 21 | //return fmod(x, 289.0); 22 | } 23 | 24 | // Modulo 7 without a division 25 | float4 mod7(float4 x) { 26 | return x - floor(x * (1.0 / 7.0)) * 7.0; 27 | //return fmod(x, 7.0); 28 | } 29 | 30 | float3 mod7(float3 x) { 31 | return x - floor(x * (1.0 / 7.0)) * 7.0; 32 | //return fmod(x, 7.0); 33 | } 34 | 35 | float2 mod7(float2 x) { 36 | return x - floor(x * (1.0 / 7.0)) * 7.0; 37 | //return fmod(x, 7.0); 38 | } 39 | 40 | float mod7(float x) { 41 | return x - floor(x * (1.0 / 7.0)) * 7.0; 42 | //return fmod(x, 7.0); 43 | } 44 | 45 | // Permutation polynomial: (34x^2 + x) mod 289 46 | float4 permute(float4 x) { 47 | return mod289((34.0 * x + 1.0) * x); 48 | } 49 | 50 | float3 permute(float3 x) { 51 | return mod289((34.0 * x + 1.0) * x); 52 | } 53 | 54 | float2 permute(float2 x) { 55 | return mod289((34.0 * x + 1.0) * x); 56 | } 57 | 58 | float permute(float x) { 59 | return mod289((34.0 * x + 1.0) * x); 60 | } 61 | 62 | // Inv Square 63 | float4 taylorInvSqrt(float4 r) 64 | { 65 | return 1.79284291400159 - 0.85373472095314 * r; 66 | } 67 | 68 | float3 taylorInvSqrt(float3 r) 69 | { 70 | return 1.79284291400159 - 0.85373472095314 * r; 71 | } 72 | 73 | float2 taylorInvSqrt(float2 r) 74 | { 75 | return 1.79284291400159 - 0.85373472095314 * r; 76 | } 77 | 78 | float taylorInvSqrt(float r) 79 | { 80 | return 1.79284291400159 - 0.85373472095314 * r; 81 | } 82 | 83 | // Fade 84 | float4 fade(float4 t) { 85 | return t*t*t*(t*(t*6.0-15.0)+10.0); 86 | } 87 | 88 | float3 fade(float3 t) { 89 | return t*t*t*(t*(t*6.0-15.0)+10.0); 90 | } 91 | 92 | float2 fade(float2 t) { 93 | return t*t*t*(t*(t*6.0-15.0)+10.0); 94 | } 95 | 96 | float fade(float t) { 97 | return t*t*t*(t*(t*6.0-15.0)+10.0); 98 | } 99 | 100 | // Fast cast macro 101 | #define MFLOAT4(a) float4(a, a, a, a) 102 | #define MFLOAT3(a) float3(a, a, a) 103 | #define MFLOAT2(a) float2(a, a) -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/common.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f13b605fe4919724a9d21d0c505ecd57 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise2D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Description : Array and textureless GLSL 2D simplex noise function. 3 | // Author : Ian McEwan, Ashima Arts. 4 | // Maintainer : stegu 5 | // Lastmod : 20110822 (ijm) 6 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 7 | // Distributed under the MIT License. See LICENSE file. 8 | // https://github.com/ashima/webgl-noise 9 | // https://github.com/stegu/webgl-noise 10 | // 11 | 12 | #ifndef NOISE_COMMON_INCLUDED 13 | #include "./common.hlsl" 14 | #endif 15 | 16 | float snoise(float2 v) 17 | { 18 | const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 19 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) 20 | -0.577350269189626, // -1.0 + 2.0 * C.x 21 | 0.024390243902439); // 1.0 / 41.0 22 | // First corner 23 | float2 i = floor(v + dot(v, C.yy) ); 24 | float2 x0 = v - i + dot(i, C.xx); 25 | 26 | // Other corners 27 | float2 i1; 28 | //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 29 | //i1.y = 1.0 - i1.x; 30 | i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); 31 | // x0 = x0 - 0.0 + 0.0 * C.xx ; 32 | // x1 = x0 - i1 + 1.0 * C.xx ; 33 | // x2 = x0 - 1.0 + 2.0 * C.xx ; 34 | float4 x12 = x0.xyxy + C.xxzz; 35 | x12.xy -= i1; 36 | 37 | // Permutations 38 | i = mod289(i); // Avoid truncation effects in permutation 39 | float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 )) 40 | + i.x + float3(0.0, i1.x, 1.0 )); 41 | 42 | float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); 43 | m = m*m ; 44 | m = m*m ; 45 | 46 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. 47 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) 48 | 49 | float3 x = 2.0 * frac(p * C.www) - 1.0; 50 | float3 h = abs(x) - 0.5; 51 | float3 ox = floor(x + 0.5); 52 | float3 a0 = x - ox; 53 | 54 | // Normalise gradients implicitly by scaling m 55 | // Approximation of: m *= inversesqrt( a0*a0 + h*h ); 56 | m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); 57 | 58 | // Compute final noise value at P 59 | float3 g; 60 | g.x = a0.x * x0.x + h.x * x0.y; 61 | g.yz = a0.yz * x12.xz + h.yz * x12.yw; 62 | return 130.0 * dot(m, g); 63 | } 64 | 65 | // ShaderGraph Function 66 | 67 | void SG_simplex_float( float2 i, out float o ) 68 | { 69 | o = snoise( i ); 70 | } 71 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8276dd6ef1409f4f9f26e3f97e29830 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Description : Array and textureless GLSL 2D/3D/4D simplex 3 | // noise functions. 4 | // Author : Ian McEwan, Ashima Arts. 5 | // Maintainer : stegu 6 | // Lastmod : 20110822 (ijm) 7 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 8 | // Distributed under the MIT License. See LICENSE file. 9 | // https://github.com/ashima/webgl-noise 10 | // https://github.com/stegu/webgl-noise 11 | // 12 | 13 | #ifndef NOISE_COMMON_INCLUDED 14 | #include "./common.hlsl" 15 | #endif 16 | 17 | float snoise(float3 v) 18 | { 19 | const float2 C = float2(1.0/6.0, 1.0/3.0) ; 20 | const float4 D = float4(0.0, 0.5, 1.0, 2.0); 21 | 22 | // First corner 23 | float3 i = floor(v + dot(v, C.yyy) ); 24 | float3 x0 = v - i + dot(i, C.xxx) ; 25 | 26 | // Other corners 27 | float3 g = step(x0.yzx, x0.xyz); 28 | float3 l = 1.0 - g; 29 | float3 i1 = min( g.xyz, l.zxy ); 30 | float3 i2 = max( g.xyz, l.zxy ); 31 | 32 | // x0 = x0 - 0.0 + 0.0 * C.xxx; 33 | // x1 = x0 - i1 + 1.0 * C.xxx; 34 | // x2 = x0 - i2 + 2.0 * C.xxx; 35 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 36 | float3 x1 = x0 - i1 + C.xxx; 37 | float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y 38 | float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y 39 | 40 | // Permutations 41 | i = mod289(i); 42 | float4 p = permute( permute( permute( 43 | i.z + float4(0.0, i1.z, i2.z, 1.0 )) 44 | + i.y + float4(0.0, i1.y, i2.y, 1.0 )) 45 | + i.x + float4(0.0, i1.x, i2.x, 1.0 )); 46 | 47 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 48 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 49 | float n_ = 0.142857142857; // 1.0/7.0 50 | float3 ns = n_ * D.wyz - D.xzx; 51 | 52 | float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) 53 | 54 | float4 x_ = floor(j * ns.z); 55 | float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 56 | 57 | float4 x = x_ *ns.x + ns.yyyy; 58 | float4 y = y_ *ns.x + ns.yyyy; 59 | float4 h = 1.0 - abs(x) - abs(y); 60 | 61 | float4 b0 = float4( x.xy, y.xy ); 62 | float4 b1 = float4( x.zw, y.zw ); 63 | 64 | //float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; 65 | //float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; 66 | float4 s0 = floor(b0)*2.0 + 1.0; 67 | float4 s1 = floor(b1)*2.0 + 1.0; 68 | float4 sh = -step(h, MFLOAT4(0.0)); 69 | 70 | float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; 71 | float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; 72 | 73 | float3 p0 = float3(a0.xy,h.x); 74 | float3 p1 = float3(a0.zw,h.y); 75 | float3 p2 = float3(a1.xy,h.z); 76 | float3 p3 = float3(a1.zw,h.w); 77 | 78 | //Normalise gradients 79 | float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 80 | p0 *= norm.x; 81 | p1 *= norm.y; 82 | p2 *= norm.z; 83 | p3 *= norm.w; 84 | 85 | // Mix final noise value 86 | float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); 87 | m = m * m; 88 | return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1), 89 | dot(p2,x2), dot(p3,x3) ) ); 90 | } 91 | 92 | // ShaderGraph Function 93 | 94 | void SG_simplex_float( float3 i, out float o ) 95 | { 96 | o = snoise( i ); 97 | } 98 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3da9fc1b7ab5f941af641cc9d0b3ba5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise3Dgrad.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Description : Array and textureless GLSL 2D/3D/4D simplex 3 | // noise functions. 4 | // Author : Ian McEwan, Ashima Arts. 5 | // Maintainer : stegu 6 | // Lastmod : 20110822 (ijm) 7 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 8 | // Distributed under the MIT License. See LICENSE file. 9 | // https://github.com/ashima/webgl-noise 10 | // https://github.com/stegu/webgl-noise 11 | // 12 | 13 | #ifndef NOISE_COMMON_INCLUDED 14 | #include "./common.hlsl" 15 | #endif 16 | 17 | float snoise(float3 v, out float3 gradient) 18 | { 19 | const float2 C = float2(1.0/6.0, 1.0/3.0) ; 20 | const float4 D = float4(0.0, 0.5, 1.0, 2.0); 21 | 22 | // First corner 23 | float3 i = floor(v + dot(v, C.yyy) ); 24 | float3 x0 = v - i + dot(i, C.xxx) ; 25 | 26 | // Other corners 27 | float3 g = step(x0.yzx, x0.xyz); 28 | float3 l = 1.0 - g; 29 | float3 i1 = min( g.xyz, l.zxy ); 30 | float3 i2 = max( g.xyz, l.zxy ); 31 | 32 | // x0 = x0 - 0.0 + 0.0 * C.xxx; 33 | // x1 = x0 - i1 + 1.0 * C.xxx; 34 | // x2 = x0 - i2 + 2.0 * C.xxx; 35 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 36 | float3 x1 = x0 - i1 + C.xxx; 37 | float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y 38 | float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y 39 | 40 | // Permutations 41 | i = mod289(i); 42 | float4 p = permute( permute( permute( 43 | i.z + float4(0.0, i1.z, i2.z, 1.0 )) 44 | + i.y + float4(0.0, i1.y, i2.y, 1.0 )) 45 | + i.x + float4(0.0, i1.x, i2.x, 1.0 )); 46 | 47 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 48 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 49 | float n_ = 0.142857142857; // 1.0/7.0 50 | float3 ns = n_ * D.wyz - D.xzx; 51 | 52 | float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) 53 | 54 | float4 x_ = floor(j * ns.z); 55 | float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 56 | 57 | float4 x = x_ *ns.x + ns.yyyy; 58 | float4 y = y_ *ns.x + ns.yyyy; 59 | float4 h = 1.0 - abs(x) - abs(y); 60 | 61 | float4 b0 = float4( x.xy, y.xy ); 62 | float4 b1 = float4( x.zw, y.zw ); 63 | 64 | //float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; 65 | //float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; 66 | float4 s0 = floor(b0)*2.0 + 1.0; 67 | float4 s1 = floor(b1)*2.0 + 1.0; 68 | float4 sh = -step(h, MFLOAT4(0.0)); 69 | 70 | float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; 71 | float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; 72 | 73 | float3 p0 = float3(a0.xy,h.x); 74 | float3 p1 = float3(a0.zw,h.y); 75 | float3 p2 = float3(a1.xy,h.z); 76 | float3 p3 = float3(a1.zw,h.w); 77 | 78 | //Normalise gradients 79 | float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 80 | p0 *= norm.x; 81 | p1 *= norm.y; 82 | p2 *= norm.z; 83 | p3 *= norm.w; 84 | 85 | // Mix final noise value 86 | float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); 87 | float4 m2 = m * m; 88 | float4 m4 = m2 * m2; 89 | float4 pdotx = float4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)); 90 | 91 | // Determine noise gradient 92 | float4 temp = m2 * m * pdotx; 93 | gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3); 94 | gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3; 95 | gradient *= 42.0; 96 | 97 | return 42.0 * dot(m4, pdotx); 98 | } 99 | 100 | // ShaderGraph Function 101 | 102 | void SG_simplex_float( float3 i, out float o, out float3 g ) 103 | { 104 | float3 og; 105 | o = snoise( i, og ); 106 | g = og; 107 | } 108 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise3Dgrad.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50f0a0696f51f0b4a89b782962d495fc 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise4D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Description : Array and textureless GLSL 2D/3D/4D simplex 3 | // noise functions. 4 | // Author : Ian McEwan, Ashima Arts. 5 | // Maintainer : stegu 6 | // Lastmod : 20110822 (ijm) 7 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 8 | // Distributed under the MIT License. See LICENSE file. 9 | // https://github.com/ashima/webgl-noise 10 | // https://github.com/stegu/webgl-noise 11 | // 12 | 13 | #ifndef NOISE_COMMON_INCLUDED 14 | #include "./common.hlsl" 15 | #endif 16 | 17 | float4 grad4(float j, float4 ip) 18 | { 19 | const float4 ones = float4(1.0, 1.0, 1.0, -1.0); 20 | float4 p,s; 21 | 22 | p.xyz = floor( frac (MFLOAT3(j) * ip.xyz) * 7.0) * ip.z - 1.0; 23 | p.w = 1.5 - dot(abs(p.xyz), ones.xyz); 24 | //s = float4(lessThan(p, float4(0.0))); // FIX ? 25 | s = float4(p < MFLOAT4(0.0)); 26 | p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 27 | 28 | return p; 29 | } 30 | 31 | // (sqrt(5) - 1)/4 = F4, used once below 32 | #define F4 0.309016994374947451 33 | 34 | float snoise(float4 v) 35 | { 36 | const float4 C = float4( 0.138196601125011, // (5 - sqrt(5))/20 G4 37 | 0.276393202250021, // 2 * G4 38 | 0.414589803375032, // 3 * G4 39 | -0.447213595499958); // -1 + 4 * G4 40 | 41 | // First corner 42 | float4 i = floor(v + dot(v, MFLOAT4(F4)) ); 43 | float4 x0 = v - i + dot(i, C.xxxx); 44 | 45 | // Other corners 46 | 47 | // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) 48 | float4 i0; 49 | float3 isX = step( x0.yzw, x0.xxx ); 50 | float3 isYZ = step( x0.zww, x0.yyz ); 51 | // i0.x = dot( isX, float3( 1.0 ) ); 52 | i0.x = isX.x + isX.y + isX.z; 53 | i0.yzw = 1.0 - isX; 54 | // i0.y += dot( isYZ.xy, float2( 1.0 ) ); 55 | i0.y += isYZ.x + isYZ.y; 56 | i0.zw += 1.0 - isYZ.xy; 57 | i0.z += isYZ.z; 58 | i0.w += 1.0 - isYZ.z; 59 | 60 | // i0 now contains the unique values 0,1,2,3 in each channel 61 | float4 i3 = clamp( i0, 0.0, 1.0 ); 62 | float4 i2 = clamp( i0-1.0, 0.0, 1.0 ); 63 | float4 i1 = clamp( i0-2.0, 0.0, 1.0 ); 64 | 65 | // x0 = x0 - 0.0 + 0.0 * C.xxxx 66 | // x1 = x0 - i1 + 1.0 * C.xxxx 67 | // x2 = x0 - i2 + 2.0 * C.xxxx 68 | // x3 = x0 - i3 + 3.0 * C.xxxx 69 | // x4 = x0 - 1.0 + 4.0 * C.xxxx 70 | float4 x1 = x0 - i1 + C.xxxx; 71 | float4 x2 = x0 - i2 + C.yyyy; 72 | float4 x3 = x0 - i3 + C.zzzz; 73 | float4 x4 = x0 + C.wwww; 74 | 75 | // Permutations 76 | i = mod289(i); 77 | float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); 78 | float4 j1 = permute( permute( permute( permute ( 79 | i.w + float4(i1.w, i2.w, i3.w, 1.0 )) 80 | + i.z + float4(i1.z, i2.z, i3.z, 1.0 )) 81 | + i.y + float4(i1.y, i2.y, i3.y, 1.0 )) 82 | + i.x + float4(i1.x, i2.x, i3.x, 1.0 )); 83 | 84 | // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope 85 | // 7*7*6 = 294, which is close to the ring size 17*17 = 289. 86 | float4 ip = float4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; 87 | 88 | float4 p0 = grad4(j0, ip); 89 | float4 p1 = grad4(j1.x, ip); 90 | float4 p2 = grad4(j1.y, ip); 91 | float4 p3 = grad4(j1.z, ip); 92 | float4 p4 = grad4(j1.w, ip); 93 | 94 | // Normalise gradients 95 | float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 96 | p0 *= norm.x; 97 | p1 *= norm.y; 98 | p2 *= norm.z; 99 | p3 *= norm.w; 100 | p4 *= taylorInvSqrt(dot(p4,p4)); 101 | 102 | // Mix contributions from the five corners 103 | float3 m0 = max(0.6 - float3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); 104 | float2 m1 = max(0.6 - float2(dot(x3,x3), dot(x4,x4) ), 0.0); 105 | m0 = m0 * m0; 106 | m1 = m1 * m1; 107 | return 49.0 * ( dot(m0*m0, float3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) 108 | + dot(m1*m1, float2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; 109 | 110 | } 111 | 112 | // ShaderGraph Function 113 | 114 | void SG_simplex_float( float4 i, out float o ) 115 | { 116 | o = snoise( i ); 117 | } 118 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/noise4D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3bebabccdbdc3034badd7d6abe2a5554 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Noise/hlsl/psrdnoise2D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34e47140738a3014aa64d0ef9826855b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Nodes/Procedural.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea8b8483b330075f6b5bc9d9a3da179d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Runtime/Nodes/Procedural/Signed Distance.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f3becf2510e3ce39af8a10a3b61877b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Runtime/Nodes/Procedural/Signed Distance/RoundedPolygon.hlsl: -------------------------------------------------------------------------------- 1 | void RoundedPolygon_SDF_float(float2 UV, float Width, float Height, float Sides, float Roundness, out float Out) 2 | { 3 | UV = UV * 2. + float2(-1.,-1.); 4 | float epsilon = 1e-6; 5 | UV.x = UV.x / ( Width + (Width==0)*epsilon); 6 | UV.y = UV.y / ( Height + (Height==0)*epsilon); 7 | Roundness = clamp(Roundness, 1e-6, 1.); 8 | float i_sides = floor( abs( Sides ) ); 9 | float fullAngle = 2. * PI / i_sides; 10 | float halfAngle = fullAngle / 2.; 11 | float opositeAngle = HALF_PI - halfAngle; 12 | float diagonal = 1. / cos( halfAngle ); 13 | // Chamfer values 14 | float chamferAngle = Roundness * halfAngle; // Angle taken by the chamfer 15 | float remainingAngle = halfAngle - chamferAngle; // Angle that remains 16 | float ratio = tan(remainingAngle) / tan(halfAngle); // This is the ratio between the length of the polygon's triangle and the distance of the chamfer center to the polygon center 17 | // Center of the chamfer arc 18 | float2 chamferCenter = float2( 19 | cos(halfAngle) , 20 | sin(halfAngle) 21 | )* ratio * diagonal; 22 | // starting of the chamfer arc 23 | float2 chamferOrigin = float2( 24 | 1., 25 | tan(remainingAngle) 26 | ); 27 | // Using Al Kashi algebra, we determine: 28 | // The distance distance of the center of the chamfer to the center of the polygon (side A) 29 | float distA = length(chamferCenter); 30 | // The radius of the chamfer (side B) 31 | float distB = 1. - chamferCenter.x; 32 | // The refence length of side C, which is the distance to the chamfer start 33 | float distCref = length(chamferOrigin); 34 | // This will rescale the chamfered polygon to fit the uv space 35 | // diagonal = length(chamferCenter) + distB; 36 | float uvScale = diagonal; 37 | UV *= uvScale; 38 | float2 polaruv = float2 ( 39 | atan2( UV.y, UV.x ), 40 | length(UV) 41 | ); 42 | polaruv.x += HALF_PI + 2*PI; 43 | polaruv.x = fmod( polaruv.x + halfAngle, fullAngle ); 44 | polaruv.x = abs(polaruv.x - halfAngle); 45 | UV = float2( cos(polaruv.x), sin(polaruv.x) ) * polaruv.y; 46 | // Calculate the angle needed for the Al Kashi algebra 47 | float angleRatio = 1. - (polaruv.x-remainingAngle) / chamferAngle; 48 | // Calculate the distance of the polygon center to the chamfer extremity 49 | float distC = sqrt( distA*distA + distB*distB - 2.*distA*distB*cos( PI - halfAngle * angleRatio ) ); 50 | Out = UV.x; 51 | float chamferZone = ( halfAngle - polaruv.x ) < chamferAngle; 52 | Out = lerp( UV.x, polaruv.y / distC, chamferZone ) - 1; 53 | } 54 | 55 | void 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6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Runtime/Nodes/Utility/Step AA.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9ead41de69bb80439f2740df6c874de 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Runtime/Nodes/Utility/Texture Data.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95d4360fb353c7d469a0d96bd1927661 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Runtime/Nodes/Utility/Vector Conversion.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5dcd859c64ed0b145ab43411cc3870ba 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Tests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b20fc1a4109f90d4eb4d07f7ca29ea93 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Tests/.tests.json: -------------------------------------------------------------------------------- 1 | { 2 | "createSeparatePackage": false 3 | } 4 | -------------------------------------------------------------------------------- /Tests/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81e82f430c5725f4f9468e56795b2134 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Tests/Editor/EditorExampleTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using UnityEngine.TestTools; 4 | using NUnit.Framework; 5 | using System.Collections; 6 | 7 | class EditorExampleTest { 8 | 9 | [Test] 10 | public void EditorSampleTestSimplePasses() { 11 | // Use the Assert class to test conditions. 12 | } 13 | 14 | // A UnityTest behaves like a coroutine in PlayMode 15 | // and allows you to yield null to skip a frame in EditMode 16 | [UnityTest] 17 | public IEnumerator EditorSampleTestWithEnumeratorPasses() { 18 | // Use the Assert class to test conditions. 19 | // yield to skip a frame 20 | yield return null; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Tests/Editor/EditorExampleTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9d09bcba8578ac4eb4990e2818910d3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Tests/Editor/Unity.SubGroup.YourPackageName.EditorTests.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Unity.[SubGroup].[YourPackageName].EditorTests", 3 | "references": [ 4 | "Unity.[SubGroup].[YourPackageName].Editor", 5 | "Unity.[SubGroup].[YourPackageName]" 6 | ], 7 | "optionalUnityReferences": [ 8 | "TestAssemblies" 9 | ], 10 | "includePlatforms": [ 11 | "Editor" 12 | ], 13 | "excludePlatforms": [] 14 | } 15 | -------------------------------------------------------------------------------- /Tests/Editor/Unity.SubGroup.YourPackageName.EditorTests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c690fe76c0f07f40b0ddc0c31fc8f50 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Tests/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccc1f4d20503ceb49ac4d75d8527c966 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Tests/Runtime/RuntimeExampleTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.TestTools; 3 | using NUnit.Framework; 4 | using System.Collections; 5 | 6 | class RuntimeExampleTest { 7 | 8 | [Test] 9 | public void PlayModeSampleTestSimplePasses() { 10 | // Use the Assert class to test conditions. 11 | } 12 | 13 | // A UnityTest behaves like a coroutine in PlayMode 14 | // and allows you to yield null to skip a frame in EditMode 15 | [UnityTest] 16 | public IEnumerator PlayModeSampleTestWithEnumeratorPasses() { 17 | // Use the Assert class to test conditions. 18 | // yield to skip a frame 19 | yield return null; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Tests/Runtime/RuntimeExampleTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 700d1a36eb2f6ab4db9e3a7b02a65fed 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Tests/Runtime/Unity.SubGroup.YourPackageName.Tests.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Unity.[SubGroup].[YourPackageName].Tests", 3 | "references": [ 4 | "Unity.[SubGroup].[YourPackageName]" 5 | ], 6 | "optionalUnityReferences": [ 7 | "TestAssemblies" 8 | ], 9 | "includePlatforms": [], 10 | "excludePlatforms": [] 11 | } 12 | -------------------------------------------------------------------------------- /Tests/Runtime/Unity.SubGroup.YourPackageName.Tests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88ecc81dea8e57746b06a4deffbb2d93 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Third Party Notices.md: -------------------------------------------------------------------------------- 1 | This package contains third-party software components governed by the license(s) indicated below: 2 | --------- 3 | 4 | Component Name: [provide component name] 5 | 6 | License Type: [Provide license type, i.e. "MIT", "Apache 2.0"] 7 | 8 | [Provide License Details] 9 | 10 | --------- 11 | Component Name: [provide component name] 12 | 13 | License Type: [Provide license type, i.e. "MIT", "Apache 2.0"] 14 | 15 | [Provide License Details] 16 | 17 | -------------------------------------------------------------------------------- /Third Party Notices.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eff675fa59c1f2146ac01eb60a94a891 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "remy-unity.sg-node-library", 3 | "displayName":"ShaderGraph Node library", 4 | "version": "0.1.0-preview", 5 | "unity": "2019.3", 6 | "description": "Replace this string with your own description of the package. This description appears in the Package Manager window when the user selects this package from the list. \n\nFor best results, use this text to summarize: \n\u25AA What the package does \n\u25AA How it can benefit the user \n\nNote: Special formatting characters are supported, including line breaks ('\\n') and bullets ('\\u25AA').", 7 | "dependencies": { 8 | "com.unity.shadergraph": "7.1.6" 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47928701ad232f3499437fcb7e33fb85 3 | PackageManifestImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | --------------------------------------------------------------------------------