├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Documentation ├── Bars.png ├── Billow.png ├── Marble.png ├── Ridge.png ├── Volume.png ├── Worley.png ├── Cellular.png ├── Checker.png ├── Fractal.png ├── Voronoi.png ├── ScreenShot.png └── MultiFractal.png ├── Assets ├── ShaderGraphExtensions │ ├── README.txt │ ├── Example │ │ ├── Models │ │ │ ├── AlienStatue.fbx │ │ │ └── AlienStatue.fbx.meta │ │ ├── Scenes │ │ │ ├── Scene-1.unity.meta │ │ │ └── Scene-1.unity │ │ ├── Models.meta │ │ ├── Scenes.meta │ │ ├── Shaders.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Stone.mat.meta │ │ │ ├── SpaceBox.mat.meta │ │ │ ├── Stone.mat │ │ │ └── SpaceBox.mat │ │ └── Shaders │ │ │ ├── SpaceBox.shader.meta │ │ │ ├── Stone.ShaderGraph.meta │ │ │ ├── SpaceBox.shader │ │ │ └── Stone.ShaderGraph │ ├── README.txt.meta │ ├── Editor.meta │ ├── Example.meta │ └── Editor │ │ ├── BarsNode.cs.meta │ │ ├── IsolateNode.cs.meta │ │ ├── MarbleNoiseNode.cs.meta │ │ ├── VolumeNoiseNode.cs.meta │ │ ├── WorleyNoiseNode.cs.meta │ │ ├── CellularNoiseNode.cs.meta │ │ ├── CheckerNoiseNode.cs.meta │ │ ├── RidgeVolumeNoiseNode.cs.meta │ │ ├── VoronoiNoiseNode.cs.meta │ │ ├── BillowVolumeNoiseNode.cs.meta │ │ ├── FractalVolumeNoiseNode.cs.meta │ │ ├── NoiseCodeFunctionNode.cs.meta │ │ ├── MultiFractalVolumeNoiseNode.cs.meta │ │ ├── BarsNode.cs │ │ ├── VoronoiNoiseNode.cs │ │ ├── WorleyNoiseNode.cs │ │ ├── CellularNoiseNode.cs │ │ ├── VolumeNoiseNode.cs │ │ ├── CheckerNoiseNode.cs │ │ ├── IsolateNode.cs │ │ ├── MarbleNoiseNode.cs │ │ ├── FractalVolumeNoiseNode.cs │ │ ├── MultiFractalVolumeNoiseNode.cs │ │ ├── BillowVolumeNoiseNode.cs │ │ ├── RidgeVolumeNoiseNode.cs │ │ └── NoiseCodeFunctionNode.cs ├── ShaderGraphExtensions.meta ├── LightweightAsset.asset.meta └── LightweightAsset.asset ├── Packages └── manifest.json ├── .gitignore ├── README.md └── LICENSE /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.0b13 2 | -------------------------------------------------------------------------------- /Documentation/Bars.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Bars.png -------------------------------------------------------------------------------- /Documentation/Billow.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Billow.png -------------------------------------------------------------------------------- /Documentation/Marble.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Marble.png -------------------------------------------------------------------------------- /Documentation/Ridge.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Ridge.png -------------------------------------------------------------------------------- /Documentation/Volume.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Volume.png -------------------------------------------------------------------------------- /Documentation/Worley.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Worley.png -------------------------------------------------------------------------------- /Documentation/Cellular.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Cellular.png -------------------------------------------------------------------------------- /Documentation/Checker.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Checker.png -------------------------------------------------------------------------------- /Documentation/Fractal.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Fractal.png -------------------------------------------------------------------------------- /Documentation/Voronoi.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/Voronoi.png -------------------------------------------------------------------------------- /Documentation/ScreenShot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/ScreenShot.png -------------------------------------------------------------------------------- /Documentation/MultiFractal.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Documentation/MultiFractal.png -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/README.txt: -------------------------------------------------------------------------------- 1 | ShaderGraphExtensions is a package to extend the Unity Shader Graph tool with 2 | solid texturing nodes. 3 | 4 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Example/Models/AlienStatue.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/simonwittber/shadergraphextensions/HEAD/Assets/ShaderGraphExtensions/Example/Models/AlienStatue.fbx -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 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m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: 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m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/BarsNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Bars")] 8 | public class BarsNode : NoiseCodeFunctionNode 9 | { 10 | public BarsNode() 11 | { 12 | name = "Bars 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("BarsNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string BarsNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(2, Binding.None, 1, 1, 1, 1)] Vector3 Scale, 24 | 25 | [Slot(99, Binding.None)] out Vector1 Out) 26 | { 27 | return @" 28 | { 29 | float3 S = 1/Scale; 30 | float3 N = (floor(Pos * S)*Scale); 31 | Out = length(Pos-N); 32 | } 33 | "; 34 | } 35 | 36 | } 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/VoronoiNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Voronoi Noise")] 8 | public class VoronoiNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public VoronoiNoiseNode() 11 | { 12 | name = "Voronoi Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("VoronoiNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string VoronoiNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(2, Binding.None, 10, 10, 10, 10)] Vector1 Frequency, 24 | [Slot(3, Binding.None)] out Vector1 Out) 25 | { 26 | return @" 27 | { 28 | float2 N = 0; 29 | float3 pos = Offset + Pos; 30 | N = dm_Cellular(pos*Frequency); 31 | Out = N.y-N.x; 32 | } 33 | "; 34 | } 35 | 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/WorleyNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Worley Noise")] 8 | public class WorleyNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public WorleyNoiseNode() 11 | { 12 | name = "Worley Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("WorleyNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string WorleyNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(2, Binding.None, 10, 10, 10, 10)] Vector1 Frequency, 24 | [Slot(3, Binding.None)] out Vector1 Out) 25 | { 26 | return @" 27 | { 28 | float2 N = 0; 29 | float3 pos = Offset + Pos; 30 | N = dm_Cellular(pos*Frequency); 31 | Out = min(N.y, N.x); 32 | } 33 | "; 34 | } 35 | 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/CellularNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Cellular Noise")] 8 | public class CellularNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public CellularNoiseNode() 11 | { 12 | name = "Cellular Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("CellularNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string CellularNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(2, Binding.None, 10, 10, 10, 10)] Vector1 Frequency, 24 | [Slot(3, Binding.None)] out Vector1 Out) 25 | { 26 | return @" 27 | { 28 | float2 N = 0; 29 | float3 pos = Offset + Pos; 30 | N = dm_Cellular(pos*Frequency); 31 | Out = (N.y + N.x) * 0.5; 32 | } 33 | "; 34 | } 35 | 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/VolumeNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.Graphing; 3 | using UnityEditor.ShaderGraph; 4 | using UnityEditor.ShaderGraph.Drawing.Controls; 5 | using UnityEngine; 6 | 7 | namespace DifferentMethods.ShaderGraph 8 | { 9 | 10 | [Title("DM", "Volume Noise")] 11 | public class VolumeNoiseNode : NoiseCodeFunctionNode 12 | { 13 | 14 | public VolumeNoiseNode() 15 | { 16 | name = "Volume Noise 3D"; 17 | } 18 | 19 | protected override MethodInfo GetFunctionToConvert() 20 | { 21 | return GetType().GetMethod("UnfilteredVolumeNoise", BindingFlags.Static | BindingFlags.NonPublic); 22 | } 23 | 24 | static string UnfilteredVolumeNoise( 25 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 26 | [Slot(1, Binding.None)] Vector3 Offset, 27 | [Slot(2, Binding.None, 10, 10, 10, 10)] Vector1 Frequency, 28 | [Slot(3, Binding.None)] out Vector1 Out) 29 | { 30 | return @"{ Out = dm_SimplexNoise((Offset+Pos)*Frequency) + 1 * 0.5; }"; 31 | } 32 | } 33 | 34 | } 35 | 36 | 37 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/CheckerNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Checker Noise")] 8 | public class CheckerNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public CheckerNoiseNode() 11 | { 12 | name = "Checker Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("CheckerNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string CheckerNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(2, Binding.None, 1, 1, 1, 1)] Vector3 Scale, 24 | 25 | [Slot(99, Binding.None)] out Vector1 Out) 26 | { 27 | return @" 28 | { 29 | float N = 0; 30 | float3 pos = floor((Offset + Pos) * (1/Scale))*Scale; 31 | N = frac(sin(dot(pos, float3(12.9898,78.233,43.141567))) * 43758.5453123); 32 | Out = N; 33 | } 34 | "; 35 | } 36 | 37 | } 38 | 39 | } 40 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ShaderGraphExtensions 2 | Shader Graph Extensions for Unity 3 | 4 | ## Sample Screen Shot 5 | ![alt text](Documentation/ScreenShot.png "Solid Texture Screenshot") 6 | 7 | ## 3D Bars 8 | ![alt text](Documentation/Bars.png "Bars Solid Texture Source") 9 | 10 | ## Billow Noise 11 | ![alt text](Documentation/Billow.png "Billow Solid Texture Source") 12 | 13 | ## Cellular Noise 14 | ![alt text](Documentation/Cellular.png "Cellular Solid Texture Source") 15 | 16 | ## Checker Noise 17 | ![alt text](Documentation/Checker.png "Checker Solid Texture Source") 18 | 19 | ## Fractal Noise 20 | ![alt text](Documentation/Fractal.png "Fractal Solid Texture Source") 21 | 22 | ## Marble Noise 23 | ![alt text](Documentation/Marble.png "Marble Solid Texture Source") 24 | 25 | ## Multi Fractal Noise 26 | ![alt text](Documentation/MultiFractal.png "MutiFractal Solid Texture Source") 27 | 28 | ## Ridge Noise 29 | ![alt text](Documentation/Ridge.png "Ridge Solid Texture Source") 30 | 31 | ## Volume Noise 32 | ![alt text](Documentation/Volume.png "Volume Solid Texture Source") 33 | 34 | ## Voronoi Noise 35 | ![alt text](Documentation/Voronoi.png "Voronoi Solid Texture Source") 36 | 37 | ## Worley Noise 38 | ![alt text](Documentation/Worley.png "Worley Solid Texture Source") 39 | 40 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/IsolateNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | using UnityEngine.Experimental.UIElements; 5 | using UnityEditor.Experimental.UIElements; 6 | 7 | namespace DifferentMethods.ShaderGraph 8 | { 9 | [Title("DM", "Isolate")] 10 | public class IsolateNode : CodeFunctionNode 11 | { 12 | 13 | public ColorField color; 14 | 15 | public IsolateNode() 16 | { 17 | name = "Isolate Node"; 18 | } 19 | 20 | protected override MethodInfo GetFunctionToConvert() 21 | { 22 | return GetType().GetMethod("GenerateShader", BindingFlags.Static | BindingFlags.NonPublic); 23 | } 24 | 25 | static string GenerateShader( 26 | [Slot(0, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] DynamicDimensionVector Center, 27 | [Slot(1, Binding.None, 1f, 1f, 1f, 1f)] DynamicDimensionVector Width, 28 | [Slot(2, Binding.None)] DynamicDimensionVector In, 29 | [Slot(3, Binding.None)] out DynamicDimensionVector Out) 30 | { 31 | return @" 32 | { 33 | In = abs(In - Center); 34 | if(In>Width) 35 | Out = 0; 36 | else { 37 | In /= Width; 38 | Out = 1.0-In*In*(3.0-2.0*In); 39 | } 40 | }"; 41 | } 42 | 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/MarbleNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Marble Noise")] 8 | public class MarbleNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public MarbleNoiseNode() 11 | { 12 | name = "Marble Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("MarbleNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | static string MarbleNoise( 21 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 22 | [Slot(1, Binding.None)] Vector3 Offset, 23 | [Slot(3, Binding.None, 2, 2, 2, 2)] Vector1 VeinFrequency, 24 | 25 | [Slot(5, Binding.None, 10, 10, 10, 10)] Vector1 VeinFalloff, 26 | [Slot(6, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 NoiseFrequency, 27 | [Slot(7, Binding.None)] out Vector1 Out) 28 | { 29 | return @" 30 | { 31 | float N = 0; 32 | float3 pos = Offset + Pos; 33 | 34 | float x = 0; 35 | x += dm_SimplexNoise(pos * NoiseFrequency * 1); 36 | x += dm_SimplexNoise(pos * NoiseFrequency * 2); 37 | x += dm_SimplexNoise(pos * NoiseFrequency * 3); 38 | 39 | N = sin(x * VeinFrequency); 40 | 41 | Out = 1-pow((N + 1) * 0.5, VeinFalloff); 42 | } 43 | "; 44 | } 45 | 46 | } 47 | 48 | } 49 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/FractalVolumeNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Fractal Volume Noise")] 8 | public class FractalVolumeNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public FractalVolumeNoiseNode() 11 | { 12 | name = "Fractal Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("FractalVolumeNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) 21 | { 22 | base.GenerateNodeFunction(registry, generationMode); 23 | 24 | } 25 | 26 | static string FractalVolumeNoise( 27 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 28 | [Slot(8, Binding.None)] Vector3 Offset, 29 | [Slot(1, Binding.None, 3, 3, 3, 3)] Vector1 Octaves, 30 | [Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Frequency, 31 | [Slot(4, Binding.None, 1, 1, 1, 1)] Vector1 Gain, 32 | [Slot(5, Binding.None, 5, 5, 5, 5)] Vector1 Lacunarity, 33 | [Slot(6, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Persistence, 34 | [Slot(7, Binding.None)] out Vector1 Out) 35 | { 36 | return @" 37 | { 38 | float N = 0; 39 | float3 pos = Offset + Pos; 40 | N += dm_FractalNoise(pos, Frequency, Gain, Lacunarity, Persistence, Octaves); 41 | Out = (N+1)*0.5; 42 | } 43 | "; 44 | } 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/MultiFractalVolumeNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Multi Fractal Volume Noise")] 8 | public class MultiFractalVolumeNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public MultiFractalVolumeNoiseNode() 11 | { 12 | name = "Multi Fractal Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("MultiFractalVolumeNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) 21 | { 22 | base.GenerateNodeFunction(registry, generationMode); 23 | 24 | } 25 | 26 | static string MultiFractalVolumeNoise( 27 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 28 | [Slot(8, Binding.None)] Vector3 Offset, 29 | [Slot(1, Binding.None, 3, 3, 3, 3)] Vector1 Octaves, 30 | [Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Frequency, 31 | [Slot(4, Binding.None, 1, 1, 1, 1)] Vector1 Gain, 32 | [Slot(5, Binding.None, 5, 5, 5, 5)] Vector1 Lacunarity, 33 | [Slot(6, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Persistence, 34 | [Slot(7, Binding.None)] out Vector1 Out) 35 | { 36 | return @" 37 | { 38 | float F = Frequency; 39 | float A = Gain; 40 | float N = 1.0; 41 | for (int i = 1; i < Octaves; i++) 42 | { 43 | float3 pos = Offset + Pos; 44 | float n = -1 * dm_SimplexNoise(pos*F); 45 | N += (n * A); 46 | A *= Persistence; 47 | F *= Lacunarity; 48 | } 49 | Out = (N + 1) * 0.5; 50 | } 51 | "; 52 | } 53 | 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/BillowVolumeNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Billow Volume Noise")] 8 | public class BillowVolumeNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public BillowVolumeNoiseNode() 11 | { 12 | name = "Billow Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("BillowVolumeNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) 21 | { 22 | base.GenerateNodeFunction(registry, generationMode); 23 | 24 | } 25 | 26 | static string BillowVolumeNoise( 27 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 28 | [Slot(8, Binding.None)] Vector3 Offset, 29 | [Slot(1, Binding.None, 3, 3, 3, 3)] Vector1 Octaves, 30 | [Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Frequency, 31 | [Slot(4, Binding.None, 1, 1, 1, 1)] Vector1 Gain, 32 | [Slot(5, Binding.None, 5, 5, 5, 5)] Vector1 Lacunarity, 33 | [Slot(6, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Persistence, 34 | [Slot(9, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Bias, 35 | [Slot(7, Binding.None)] out Vector1 Out) 36 | { 37 | return @" 38 | { 39 | float F = Frequency; 40 | float A = Gain; 41 | float N = 0; 42 | for (int i = 1; i < Octaves; i++) 43 | { 44 | float3 pos = Offset + Pos; 45 | float s = dm_SimplexNoise(pos*F); 46 | s *= A; 47 | s = abs(s); 48 | N += (s * Lacunarity) + Bias; 49 | F *= Lacunarity; 50 | A *= Persistence; 51 | } 52 | Out = (N + 1) * 0.5; 53 | } 54 | "; 55 | } 56 | 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/ShaderGraphExtensions/Editor/RidgeVolumeNoiseNode.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEditor.ShaderGraph; 3 | using UnityEngine; 4 | 5 | namespace DifferentMethods.ShaderGraph 6 | { 7 | [Title("DM", "Ridge Volume Noise")] 8 | public class RidgeVolumeNoiseNode : NoiseCodeFunctionNode 9 | { 10 | public RidgeVolumeNoiseNode() 11 | { 12 | name = "Ridge Noise 3D"; 13 | } 14 | 15 | protected override MethodInfo GetFunctionToConvert() 16 | { 17 | return GetType().GetMethod("RidgeVolumeNoise", BindingFlags.Static | BindingFlags.NonPublic); 18 | } 19 | 20 | public override void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) 21 | { 22 | base.GenerateNodeFunction(registry, generationMode); 23 | 24 | } 25 | 26 | static string RidgeVolumeNoise( 27 | [Slot(0, Binding.ObjectSpacePosition)] Vector3 Pos, 28 | [Slot(8, Binding.None)] Vector3 Offset, 29 | [Slot(1, Binding.None, 3, 3, 3, 3)] Vector1 Octaves, 30 | [Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 Frequency, 31 | [Slot(4, Binding.None, 1, 1, 1, 1)] Vector1 Gain, 32 | [Slot(5, Binding.None, 5, 5, 5, 5)] Vector1 Lacunarity, 33 | [Slot(6, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Persistence, 34 | [Slot(7, Binding.None)] out Vector1 Out) 35 | { 36 | return @" 37 | { 38 | float F = Frequency; 39 | float A = Gain; 40 | float3 pos = Offset + Pos; 41 | float N = 1.0 - abs(dm_SimplexNoise(pos*F)); 42 | N *= N; 43 | float s = N; 44 | for (int i = 1; i < Octaves; i++) 45 | { 46 | float weight = saturate(s * 2); 47 | F *= Lacunarity; 48 | A *= Persistence; 49 | pos = Offset + Pos; 50 | s = 1.0 - abs(dm_SimplexNoise(pos*F)); 51 | s *= s; 52 | s *= weight; 53 | N += s * A; 54 | } 55 | Out = N; 56 | } 57 | "; 58 | } 59 | 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Simon Wittber 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | 23 | 24 | 25 | GLSL 2D and 3D cellular noise 26 | Copyright (c) 2011 by Stefan Gustavson (stefan.gustavson@liu.se) 27 | 28 | Permission is hereby granted, free of charge, to any person obtaining a copy 29 | of this software and associated documentation files (the "Software"), to deal 30 | in the Software without restriction, including without limitation the rights 31 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 32 | copies of the Software, and to permit persons to whom the Software is 33 | furnished to do so, subject to the following conditions: 34 | 35 | The above copyright notice and this permission notice shall be included in 36 | all copies or substantial portions of the Software. 37 | 38 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 39 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 40 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 41 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 42 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 43 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 44 | THE SOFTWARE. 45 | 46 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - 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floor(x * (1.0 / 289.0)) * 289.0; 13 | } 14 | 15 | float4 _mod289(float4 x) { 16 | return x - floor(x * (1.0 / 289.0)) * 289.0; 17 | } 18 | 19 | float3 _mod289(float3 x) { 20 | return x - floor(x * (1.0 / 289.0)) * 289.0; 21 | } 22 | 23 | float3 _perm(float3 x) { 24 | return _mod289(((x * 34.0) + 1.0) * x); 25 | } 26 | 27 | float4 _perm(float4 x) { 28 | return _mod289(((x * 34.0) + 1.0) * x); 29 | } 30 | 31 | float4 _taylorInvSqrt(float4 r){return 1.79284291400159 - 0.85373472095314 * r;} 32 | 33 | float dm_SimplexNoise(float3 v){ 34 | const float2 C = float2(1.0/6.0, 1.0/3.0) ; 35 | const float4 D = float4(0.0, 0.5, 1.0, 2.0); 36 | 37 | // First corner 38 | float3 i = floor(v + dot(v, C.yyy) ); 39 | float3 x0 = v - i + dot(i, C.xxx) ; 40 | 41 | // Other corners 42 | float3 g = step(x0.yzx, x0.xyz); 43 | float3 l = 1.0 - g; 44 | float3 i1 = min( g.xyz, l.zxy ); 45 | float3 i2 = max( g.xyz, l.zxy ); 46 | 47 | // x0 = x0 - 0. + 0.0 * C 48 | float3 x1 = x0 - i1 + 1.0 * C.xxx; 49 | float3 x2 = x0 - i2 + 2.0 * C.xxx; 50 | float3 x3 = x0 - 1. + 3.0 * C.xxx; 51 | 52 | // Permutations 53 | i = _mod289(i); 54 | float4 p = _perm( _perm( _perm( 55 | i.z + float4(0.0, i1.z, i2.z, 1.0 )) 56 | + i.y + float4(0.0, i1.y, i2.y, 1.0 )) 57 | + i.x + float4(0.0, i1.x, i2.x, 1.0 )); 58 | 59 | // Gradients 60 | // ( N*N points uniformly over a square, mapped onto an octahedron.) 61 | float n_ = 1.0/7.0; // N=7 62 | float3 ns = n_ * D.wyz - D.xzx; 63 | 64 | float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) 65 | 66 | float4 x_ = floor(j * ns.z); 67 | float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 68 | 69 | float4 x = x_ *ns.x + ns.yyyy; 70 | float4 y = y_ *ns.x + ns.yyyy; 71 | float4 h = 1.0 - abs(x) - abs(y); 72 | 73 | float4 b0 = float4( x.xy, y.xy ); 74 | float4 b1 = float4( x.zw, y.zw ); 75 | 76 | float4 s0 = floor(b0)*2.0 + 1.0; 77 | float4 s1 = floor(b1)*2.0 + 1.0; 78 | float4 sh = -step(h, 0.0); 79 | 80 | float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; 81 | float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; 82 | 83 | float3 p0 = float3(a0.xy,h.x); 84 | float3 p1 = float3(a0.zw,h.y); 85 | float3 p2 = float3(a1.xy,h.z); 86 | float3 p3 = float3(a1.zw,h.w); 87 | 88 | //Normalise gradients 89 | float4 norm = _taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); 90 | p0 *= norm.x; 91 | p1 *= norm.y; 92 | p2 *= norm.z; 93 | p3 *= norm.w; 94 | 95 | // Mix final noise value 96 | float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); 97 | m = m * m; 98 | return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); 99 | } 100 | 101 | float3 dm_sampleSimplexNoise(in float3 uvw) 102 | { 103 | float3 ddx_uvw = ddx(uvw); 104 | float3 ddy_uvw = ddy(uvw); 105 | 106 | float samples = 8; 107 | float step = 1.0 / samples; 108 | 109 | 110 | float n = 0.0f; 111 | 112 | for( int j=0; j < samples; j++ ) 113 | for( int i=0; i < samples; i++ ) 114 | { 115 | float3 pos = uvw + (i * step * ddx_uvw) + (j * step * ddy_uvw); 116 | n += dm_SimplexNoise(pos); 117 | } 118 | return n / (samples*samples); 119 | } 120 | 121 | float2 dm_Cellular(float3 P) { 122 | #define K 0.142857142857 // 1/7 123 | #define Ko 0.428571428571 // 1/2-K/2 124 | #define K2 0.020408163265306 // 1/(7*7) 125 | #define Kz 0.166666666667 // 1/6 126 | #define Kzo 0.416666666667 // 1/2-1/6*2 127 | #define jitter 1.0 // smaller jitter gives more regular pattern 128 | 129 | float3 Pi = _mod289(floor(P)); 130 | float3 Pf = frac(P) - 0.5; 131 | 132 | float3 Pfx = Pf.x + float3(1.0, 0.0, -1.0); 133 | float3 Pfy = Pf.y + float3(1.0, 0.0, -1.0); 134 | float3 Pfz = Pf.z + float3(1.0, 0.0, -1.0); 135 | 136 | float3 p = _perm(Pi.x + float3(-1.0, 0.0, 1.0)); 137 | float3 p1 = _perm(p + Pi.y - 1.0); 138 | float3 p2 = _perm(p + Pi.y); 139 | float3 p3 = _perm(p + Pi.y + 1.0); 140 | 141 | float3 p11 = _perm(p1 + Pi.z - 1.0); 142 | float3 p12 = _perm(p1 + Pi.z); 143 | float3 p13 = _perm(p1 + Pi.z + 1.0); 144 | 145 | float3 p21 = _perm(p2 + Pi.z - 1.0); 146 | float3 p22 = _perm(p2 + Pi.z); 147 | float3 p23 = _perm(p2 + Pi.z + 1.0); 148 | 149 | float3 p31 = _perm(p3 + Pi.z - 1.0); 150 | float3 p32 = _perm(p3 + Pi.z); 151 | float3 p33 = _perm(p3 + Pi.z + 1.0); 152 | 153 | float3 ox11 = frac(p11*K) - Ko; 154 | float3 oy11 = fmod(floor(p11*K), 7.0)*K - Ko; 155 | float3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed 156 | 157 | float3 ox12 = frac(p12*K) - Ko; 158 | float3 oy12 = fmod(floor(p12*K), 7.0)*K - Ko; 159 | float3 oz12 = floor(p12*K2)*Kz - Kzo; 160 | 161 | float3 ox13 = frac(p13*K) - Ko; 162 | float3 oy13 = fmod(floor(p13*K), 7.0)*K - Ko; 163 | float3 oz13 = floor(p13*K2)*Kz - Kzo; 164 | 165 | float3 ox21 = frac(p21*K) - Ko; 166 | float3 oy21 = fmod(floor(p21*K), 7.0)*K - Ko; 167 | float3 oz21 = floor(p21*K2)*Kz - Kzo; 168 | 169 | float3 ox22 = frac(p22*K) - Ko; 170 | float3 oy22 = fmod(floor(p22*K), 7.0)*K - Ko; 171 | float3 oz22 = floor(p22*K2)*Kz - Kzo; 172 | 173 | float3 ox23 = frac(p23*K) - Ko; 174 | float3 oy23 = fmod(floor(p23*K), 7.0)*K - Ko; 175 | float3 oz23 = floor(p23*K2)*Kz - Kzo; 176 | 177 | float3 ox31 = frac(p31*K) - Ko; 178 | float3 oy31 = fmod(floor(p31*K), 7.0)*K - Ko; 179 | float3 oz31 = floor(p31*K2)*Kz - Kzo; 180 | 181 | float3 ox32 = frac(p32*K) - Ko; 182 | float3 oy32 = fmod(floor(p32*K), 7.0)*K - Ko; 183 | float3 oz32 = floor(p32*K2)*Kz - Kzo; 184 | 185 | float3 ox33 = frac(p33*K) - Ko; 186 | float3 oy33 = fmod(floor(p33*K), 7.0)*K - Ko; 187 | float3 oz33 = floor(p33*K2)*Kz - Kzo; 188 | 189 | float3 dx11 = Pfx + jitter*ox11; 190 | float3 dy11 = Pfy.x + jitter*oy11; 191 | float3 dz11 = Pfz.x + jitter*oz11; 192 | 193 | float3 dx12 = Pfx + jitter*ox12; 194 | float3 dy12 = Pfy.x + jitter*oy12; 195 | float3 dz12 = Pfz.y + jitter*oz12; 196 | 197 | float3 dx13 = Pfx + jitter*ox13; 198 | float3 dy13 = Pfy.x + jitter*oy13; 199 | float3 dz13 = Pfz.z + jitter*oz13; 200 | 201 | float3 dx21 = Pfx + jitter*ox21; 202 | float3 dy21 = Pfy.y + jitter*oy21; 203 | float3 dz21 = Pfz.x + jitter*oz21; 204 | 205 | float3 dx22 = Pfx + jitter*ox22; 206 | float3 dy22 = Pfy.y + jitter*oy22; 207 | float3 dz22 = Pfz.y + jitter*oz22; 208 | 209 | float3 dx23 = Pfx + jitter*ox23; 210 | float3 dy23 = Pfy.y + jitter*oy23; 211 | float3 dz23 = Pfz.z + jitter*oz23; 212 | 213 | float3 dx31 = Pfx + jitter*ox31; 214 | float3 dy31 = Pfy.z + jitter*oy31; 215 | float3 dz31 = Pfz.x + jitter*oz31; 216 | 217 | float3 dx32 = Pfx + jitter*ox32; 218 | float3 dy32 = Pfy.z + jitter*oy32; 219 | float3 dz32 = Pfz.y + jitter*oz32; 220 | 221 | float3 dx33 = Pfx + jitter*ox33; 222 | float3 dy33 = Pfy.z + jitter*oy33; 223 | float3 dz33 = Pfz.z + jitter*oz33; 224 | 225 | float3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11; 226 | float3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12; 227 | float3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13; 228 | float3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21; 229 | float3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22; 230 | float3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23; 231 | float3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31; 232 | float3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32; 233 | float3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33; 234 | 235 | // Sort out the two smallest distances (F1, F2) 236 | #if 0 237 | // Cheat and sort out only F1 238 | float3 d1 = min(min(d11,d12), d13); 239 | float3 d2 = min(min(d21,d22), d23); 240 | float3 d3 = min(min(d31,d32), d33); 241 | float3 d = min(min(d1,d2), d3); 242 | d.x = min(min(d.x,d.y),d.z); 243 | return sqrt(d.xx); // F1 duplicated, no F2 computed 244 | #else 245 | // Do it right and sort out both F1 and F2 246 | float3 d1a = min(d11, d12); 247 | d12 = max(d11, d12); 248 | d11 = min(d1a, d13); // Smallest now not in d12 or d13 249 | d13 = max(d1a, d13); 250 | d12 = min(d12, d13); // 2nd smallest now not in d13 251 | float3 d2a = min(d21, d22); 252 | d22 = max(d21, d22); 253 | d21 = min(d2a, d23); // Smallest now not in d22 or d23 254 | d23 = max(d2a, d23); 255 | d22 = min(d22, d23); // 2nd smallest now not in d23 256 | float3 d3a = min(d31, d32); 257 | d32 = max(d31, d32); 258 | d31 = min(d3a, d33); // Smallest now not in d32 or d33 259 | d33 = max(d3a, d33); 260 | d32 = min(d32, d33); // 2nd smallest now not in d33 261 | float3 da = min(d11, d21); 262 | d21 = max(d11, d21); 263 | d11 = min(da, d31); // Smallest now in d11 264 | d31 = max(da, d31); // 2nd smallest now not in d31 265 | d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; 266 | d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest 267 | d12 = min(d12, d21); // 2nd smallest now not in d21 268 | d12 = min(d12, d22); // nor in d22 269 | d12 = min(d12, d31); // nor in d31 270 | d12 = min(d12, d32); // nor in d32 271 | d11.yz = min(d11.yz,d12.xy); // nor in d12.yz 272 | d11.y = min(d11.y,d12.z); // Only two more to go 273 | d11.y = min(d11.y,d11.z); // Done! (Phew!) 274 | return sqrt(d11.xy); // F1, F2 275 | #endif 276 | } 277 | 278 | ")); 279 | registry.ProvideFunction("dm_FractalNoise", s => s.Append(@" 280 | float3 dm_FractalNoise(in float3 Pos, in float Frequency, in float Gain, in float Lacunarity, in float Persistence, int Octaves) 281 | { 282 | float n = 0; 283 | for (int i = 1; i < Octaves; i++) 284 | { 285 | float s = dm_SimplexNoise(Pos * Frequency); 286 | n += s * Gain; 287 | Frequency *= Lacunarity; 288 | Gain *= Persistence; 289 | } 290 | return n; 291 | }")); 292 | base.GenerateNodeFunction(registry, generationMode); 293 | } 294 | } 295 | } 296 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: 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