ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/NoiseLib/Templates/FractalFbm.noisehlsltemplate

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#ifndef UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC
#define UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC
/*=========================================================================
Includes
=========================================================================*/
${Includes}
${FractalDataDefinitions}
/*=========================================================================
Fractal Functions
=========================================================================*/
float noise_${VariantName}_Raw( float pos, ${FunctionParams} )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_${VariantName}_Raw( float2 pos, ${FunctionParams} )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_${VariantName}_Raw( float3 pos, ${FunctionParams} )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
float noise_${VariantName}_Raw( float4 pos, ${FunctionParams} )
{
float prev = 0;
float n = 0;
float octaves = ceil(fractalInput.octaves) + (1 - sign(frac(fractalInput.octaves)));
for( float i = 0; i < octaves; ++i )
{
prev = n;
n += fractalInput.amplitude * get_noise_${NoiseName}( pos * fractalInput.frequency );
fractalInput.frequency *= fractalInput.lacunarity;
fractalInput.amplitude *= fractalInput.persistence;
}
n = lerp(prev, n, frac(fractalInput.octaves));
return n;
}
/*=========================================================================
${VariantName} Noise Functions - Fractal, Warped
=========================================================================*/
float noise_${VariantName}( float pos, ${FunctionParams} )
{
if(fractalInput.warpIterations > 0)
{
float prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float q = noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.x, ${FunctionInputs} );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
return f;
}
float noise_${VariantName}( float2 pos, ${FunctionParams} )
{
if(fractalInput.warpIterations > 0)
{
float2 prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float2 q = float2( noise_${VariantName}_Raw( pos, ${FunctionInputs} ),
noise_${VariantName}_Raw( pos + fractalInput.warpOffsets.xy, ${FunctionInputs} ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
return f;
}
float noise_${VariantName}( float3 pos, ${FunctionParams} )
{
if(fractalInput.warpIterations > 0)
{
float3 prev = 0;
float warpIterations = ceil(fractalInput.warpIterations) + (1 - sign(frac(fractalInput.warpIterations)));
// do warping
for ( float i = 0; i < warpIterations; ++i )
{
float3 q = float3( noise_${VariantName}_Raw( pos.xyz, ${FunctionInputs} ),
noise_${VariantName}_Raw( pos.xyz + fractalInput.warpOffsets.xyz, ${FunctionInputs} ),
noise_${VariantName}_Raw( pos.xyz + float3( fractalInput.warpOffsets.x, fractalInput.warpOffsets.y, 0 ), ${FunctionInputs} ) );
prev = pos;
pos = pos + fractalInput.warpStrength * q;
}
pos = lerp(prev, pos, frac(fractalInput.warpIterations));
}
float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
return f;
}
float noise_${VariantName}( float4 pos, ${FunctionParams} )
{
float f = noise_${VariantName}_Raw( pos, ${FunctionInputs} );
return f;
}
#endif // UNITY_TERRAIN_TOOL_NOISE_${VariantName}_INC