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