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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//https://www.shadertoy.com/view/XsX3zB
using System;
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
public enum NoiseType
{
Simplex3D,
Simplex3DFractal
}
[Serializable]
[NodeAttributes( "[Deprecated] Simplex Noise", "Image Effects", "Noise generated via the Simplex algorithm",null,KeyCode.None,false,true)]
public sealed class SimplexNoiseNode : ParentNode
{
private string m_randomFuncBody;
private string m_simplex3dFuncBody;
private string m_simplex3dFractalFuncBody;
private const string RandomfunctionHeader = "Random3({0})";
private const string Simplex3dfunctionHeader = "Simplex3d({0})";
private const string Simplex3dFractalfunctionHeader = "Simplex3dFractal( {0})";
private const string NoiseTypeStr = "Type";
[SerializeField]
private NoiseType m_type = NoiseType.Simplex3D;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
IOUtils.AddFunctionHeader( ref m_randomFuncBody, "float3 Random3 ( float3 c )" );
IOUtils.AddFunctionLine( ref m_randomFuncBody, "float fracMul = 512.0;float j = 4096.0*sin ( dot ( c, float3 ( 17.0, 59.4, 15.0 ) ) );float3 r;r.z = frac ( fracMul*j );j *= .125;r.x = frac ( fracMul*j );j *= .125;r.y = frac ( fracMul*j );return r - 0.5;" );
IOUtils.CloseFunctionBody( ref m_randomFuncBody );
IOUtils.AddFunctionHeader( ref m_simplex3dFuncBody, "float3 Simplex3d ( float3 p )" );
IOUtils.AddFunctionLine( ref m_simplex3dFuncBody, "float F3 = 0.3333333;float G3 = 0.1666667;float3 s = floor ( p + dot ( p, F3.xxx ) );float3 x = p - s + dot ( s, G3.xxx );float3 e = step ( ( 0.0 ).xxx, x - x.yzx );float3 i1 = e*( 1.0 - e.zxy );float3 i2 = 1.0 - e.zxy*( 1.0 - e );float3 x1 = x - i1 + G3;float3 x2 = x - i2 + 2.0*G3;float3 x3 = x - 1.0 + 3.0*G3;float4 w, d;w.x = dot ( x, x );w.y = dot ( x1, x1 );w.z = dot ( x2, x2 );w.w = dot ( x3, x3 );w = max ( 0.6 - w, 0.0 );d.x = dot ( Random3 ( s ), x );d.y = dot ( Random3 ( s + i1 ), x1 );d.z = dot ( Random3 ( s + i2 ), x2 );d.w = dot ( Random3 ( s + 1.0 ), x3 );w *= w;w *= w;d *= w;return dot ( d, ( 52.0 ).xxx ).xxx;" );
IOUtils.CloseFunctionBody( ref m_simplex3dFuncBody );
IOUtils.AddFunctionHeader( ref m_simplex3dFractalFuncBody, "float3 Simplex3dFractal ( float3 m )" );
IOUtils.AddFunctionLine( ref m_simplex3dFractalFuncBody, "return (0.5333333*Simplex3d ( m ) + 0.2666667*Simplex3d ( 2.0*m ) + 0.1333333*Simplex3d ( 4.0*m ) + 0.0666667*Simplex3d ( 8.0*m )).xxx;" );
IOUtils.CloseFunctionBody( ref m_simplex3dFractalFuncBody );
AddInputPort( WirePortDataType.FLOAT3, false, "Position" );
AddInputPort( WirePortDataType.FLOAT, false, "Width" );
AddOutputPort( WirePortDataType.FLOAT3, Constants.EmptyPortValue );
m_textLabelWidth = 50;
m_useInternalPortData = true;
m_autoWrapProperties = true;
}
public override void DrawProperties()
{
base.DrawProperties();
m_type = ( NoiseType ) EditorGUILayoutEnumPopup( NoiseTypeStr, m_type );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
string posValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
string widthValue = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
dataCollector.AddFunctions( RandomfunctionHeader, m_randomFuncBody, "0" );
string result = string.Empty;
switch ( m_type )
{
case NoiseType.Simplex3D:
{
string finalValue = dataCollector.AddFunctions( Simplex3dfunctionHeader, m_simplex3dFuncBody, posValue + "*" + widthValue );
result = finalValue + "* 0.5 + 0.5";
}break;
case NoiseType.Simplex3DFractal:
{
dataCollector.AddFunctions( Simplex3dfunctionHeader, m_simplex3dFuncBody, posValue + "*" + widthValue );
string finalValue = dataCollector.AddFunctions( Simplex3dFractalfunctionHeader, m_simplex3dFractalFuncBody, posValue + "*" + widthValue + "+" + widthValue );
result = finalValue + "* 0.5 + 0.5";
}break;
}
return CreateOutputLocalVariable( 0, result, ref dataCollector );
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
m_type = ( NoiseType ) Enum.Parse( typeof( NoiseType ), GetCurrentParam( ref nodeParams ) );
}
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo, ref connectionsInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_type );
}
}
}