////////////////////////////////////////////////////////////////////////// // // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // ////////////////////////////////////////////////////////////////////////// #ifndef UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC #define UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC /*========================================================================= Includes =========================================================================*/ #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Implementation/RidgeImpl.hlsl" #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Strata/Value.hlsl" #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl" #ifndef STRATAFRACTALINPUT_DEF // [ STRATAFRACTALINPUT_DEF #define STRATAFRACTALINPUT_DEF struct StrataFractalInput { float octaves; float amplitude; float persistence; float frequency; float lacunarity; float warpIterations; float warpStrength; float4 warpOffsets; float strataScale; float strataOffset; }; StrataFractalInput GetDefaultStrataFractalInput() { StrataFractalInput ret; ret.octaves = 8; ret.amplitude = 0.5; ret.persistence = 0.5; ret.frequency = 1; ret.lacunarity = 2; ret.warpIterations = 0; ret.warpStrength = 0.5; ret.warpOffsets = float4(2.5, 1.4, 3.2, 2.7); ret.strataScale = 1; ret.strataOffset = 0; return ret; } float _StrataOctaves; float _StrataAmplitude; float _StrataPersistence; float _StrataFrequency; float _StrataLacunarity; float _StrataWarpIterations; float _StrataWarpStrength; float4 _StrataWarpOffsets; float _StrataStrataScale; float _StrataStrataOffset; StrataFractalInput GetStrataFractalInput() { StrataFractalInput ret; ret.octaves = _StrataOctaves; ret.amplitude = _StrataAmplitude; ret.persistence = _StrataPersistence; ret.frequency = _StrataFrequency; ret.lacunarity = _StrataLacunarity; ret.warpIterations = _StrataWarpIterations; ret.warpStrength = _StrataWarpStrength; ret.warpOffsets = _StrataWarpOffsets; ret.strataScale = _StrataStrataScale; ret.strataOffset = _StrataStrataOffset; return ret; } #endif // ] STRATAFRACTALINPUT_DEF /*========================================================================= Fractal Functions =========================================================================*/ float noise_StrataRidge_Raw( float pos, StrataFractalInput fractalInput ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_StrataRidge_Raw( float2 pos, StrataFractalInput fractalInput ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_StrataRidge_Raw( float3 pos, StrataFractalInput fractalInput ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } float noise_StrataRidge_Raw( float4 pos, StrataFractalInput fractalInput ) { float prev = 0; float n = 0; float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves))); for( float i = 0; i < octaves; ++i ) { prev = n; n += fractalInput.amplitude * get_noise_Ridge( pos * fractalInput.frequency ); fractalInput.frequency *= fractalInput.lacunarity; fractalInput.amplitude *= fractalInput.persistence; } n = lerp(prev, n, frac(fractalInput.octaves)); return n; } /*========================================================================= StrataRidge Noise Functions - Fractal, Warped =========================================================================*/ float noise_StrataRidge( float pos, StrataFractalInput fractalInput ) { if(fractalInput.warpIterations > 0) { float prev = 0; float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); // do warping for ( float i = 0; i < warpIterations; ++i ) { float q = noise_StrataRidge_Raw( pos + fractalInput.warpOffsets.x, fractalInput ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp( prev, pos, frac( fractalInput.warpIterations ) ); } float h = noise_StrataRidge_Raw( pos, fractalInput ); float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput ); return f; } float noise_StrataRidge( float2 pos, StrataFractalInput fractalInput ) { if(fractalInput.warpIterations > 0) { float2 prev = 0; float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); // do warping for ( float i = 0; i < warpIterations; ++i ) { float2 q = float2( noise_StrataRidge_Raw( pos, fractalInput ), noise_StrataRidge_Raw( pos + fractalInput.warpOffsets.xy, fractalInput ) ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp( prev, pos, frac( fractalInput.warpIterations ) ); } float h = noise_StrataRidge_Raw( pos, fractalInput ); float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput ); return f; } float noise_StrataRidge( float3 pos, StrataFractalInput fractalInput ) { if(fractalInput.warpIterations > 0) { float3 prev = 0; float warpIterations = ceil( fractalInput.warpIterations ) + ( 1 - sign( frac( fractalInput.warpIterations ) ) ); // do warping for ( float i = 0; i < warpIterations; ++i ) { float3 q = float3( noise_StrataRidge_Raw( pos.xyz, fractalInput ), noise_StrataRidge_Raw( pos.xyz + fractalInput.warpOffsets.xyz, fractalInput ), noise_StrataRidge_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), fractalInput ) ); prev = pos; pos = pos + fractalInput.warpStrength * q; } pos = lerp(prev, pos, frac( fractalInput.warpIterations ) ); } float h = noise_StrataRidge_Raw( pos, fractalInput ); // h = sin( sign( h ) * ( 1 / abs( h ) ) ); // h = sign( h ) * ( 1 / abs( h ) ); float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput ); // f = ( h * .5 ); // f = h; return f; } float noise_StrataRidge( float4 pos, StrataFractalInput fractalInput ) { float h = noise_StrataRidge_Raw( pos, fractalInput ); float f = noise_StrataValue_Raw( h * fractalInput.strataScale + fractalInput.strataOffset, fractalInput ); return f; } #endif // UNITY_TERRAIN_TOOL_NOISE_StrataRidge_INC