Shader "Hidden/NoiseGeneratorNode" { Properties { _A ("_RGB", 2D) = "white" {} } SubShader { Pass //Simplex2D { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float3 mod2D289 ( float3 x ) { return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289 ( float2 x ) { return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute ( float3 x ) { return mod2D289 ( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise ( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor ( v + dot ( v, C.yy ) ); float2 x0 = v - i + dot ( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289 ( i ); float3 p = permute ( permute ( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max ( 0.5 - float3( dot ( x0, x0 ), dot ( x12.xy, x12.xy ), dot ( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac ( p * C.www ) - 1.0; float3 h = abs ( x ) - 0.5; float3 ox = floor ( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot ( m, g ); } float4 frag(v2f_img i) : SV_Target { float2 size = tex2D( _A, i.uv ).rg; float noiseVal = snoise ( size ); return float4( noiseVal.xxx, 1); } ENDCG } Pass //Simplex3D { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float3 mod3D289 ( float3 x ) { return x - floor ( x / 289.0 ) * 289.0; } float4 mod3D289 ( float4 x ) { return x - floor ( x / 289.0 ) * 289.0; } float4 permute ( float4 x ) { return mod3D289 ( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt ( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise ( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor ( v + dot ( v, C.yyy ) ); float3 x0 = v - i + dot ( i, C.xxx ); float3 g = step ( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min ( g.xyz, l.zxy ); float3 i2 = max ( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289 ( i ); float4 p = permute ( permute ( permute ( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor ( p / 49.0 ); // mod(p,7*7) float4 x_ = floor ( j / 7.0 ); float4 y_ = floor ( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs ( x ) - abs ( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor ( b0 ) * 2.0 + 1.0; float4 s1 = floor ( b1 ) * 2.0 + 1.0; float4 sh = -step ( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt ( float4( dot ( g0, g0 ), dot ( g1, g1 ), dot ( g2, g2 ), dot ( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max ( 0.6 - float4( dot ( x0, x0 ), dot ( x1, x1 ), dot ( x2, x2 ), dot ( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot ( x0, g0 ), dot ( x1, g1 ), dot ( x2, g2 ), dot ( x3, g3 ) ); return 42.0 * dot ( m, px ); } float4 frag ( v2f_img i ) : SV_Target { float3 size = tex2D ( _A, i.uv ).rgb; float noiseVal = snoise ( size ); return float4( noiseVal.xxx, 1 ); } ENDCG } } }