c1_unity/Assets/arts/shaders/models/NoiseInclude.cginc
2023-04-03 11:04:31 +08:00

40 lines
1.6 KiB
HLSL

#ifndef NOISE_INCLUDE
#define NOISE_INCLUDE
uniform float _Frequency;
uniform float _Strength;
uniform float _Scale;
float3 mod2D(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float2 mod2D(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float3 permute(float3 x) { return mod2D(((x * 34.0) + 1.0) * x); }
inline float Noise(float2 v)
{
const float4 C = float4(0.211324865, 0.366025403, -0.577350269, 0.024390243);
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 = mod2D(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 *= 1.79284291 - 0.85373472 * (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);
}
inline float3 FinalPerlin(float3 worldPos,float4 color,float _time)
{
float simplePerlin = Noise((_time * _Frequency + _Scale * worldPos.xz)) - 0.3;
float3 finalPerlin = simplePerlin * (1 - color.xxx) * _Strength;
return finalPerlin;
}
#endif