Shader "Hidden/NoiseGeneratorNode" { Properties { _A ("_RGB", 2D) = "white" {} _B ("_RGB", 2D) = "white" {} _To01Range ("_To01Range", Float) = 0 } SubShader { CGINCLUDE sampler2D _A; sampler2D _B; float _To01Range; ENDCG Pass //Simplex2D { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag 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 scale = tex2D (_B, i.uv).r; float noiseVal = snoise ( size * scale ); noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; return float4( noiseVal.xxx, 1); } ENDCG } Pass //Simplex3D { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag 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 scale = tex2D (_B, i.uv).r; float noiseVal = snoise ( size * scale ); noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; return float4( noiseVal.xxx, 1 ); } ENDCG } Pass // Gradient - Shader Toy { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir (float2 x) { const float2 k = float2(0.3183099, 0.3678794); x = x * k + k.yx; return -1.0 + 2.0 * frac (16.0 * k * frac (x.x * x.y * (x.x + x.y))); } float GradientNoise (float2 UV, float Scale) { float2 p = UV * Scale; float2 i = floor (p); float2 f = frac (p); float2 u = f * f * (3.0 - 2.0 * f); return lerp (lerp (dot (GradientNoiseDir (i + float2(0.0, 0.0)), f - float2(0.0, 0.0)), dot (GradientNoiseDir (i + float2(1.0, 0.0)), f - float2(1.0, 0.0)), u.x), lerp (dot (GradientNoiseDir (i + float2(0.0, 1.0)), f - float2(0.0, 1.0)), dot (GradientNoiseDir (i + float2(1.0, 1.0)), f - float2(1.0, 1.0)), u.x), u.y); } float4 frag (v2f_img i) : SV_Target { float3 size = tex2D (_A, i.uv).rgb; float scale = tex2D (_B, i.uv).r; float noiseVal = GradientNoise (size , scale); noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; return float4(noiseVal.xxx, 1); } ENDCG } Pass // Gradient - Unity { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag float2 UnityGradientNoiseDir (float2 p) { p = fmod (p , 289); float x = fmod ((34 * p.x + 1) * p.x , 289) + p.y; x = fmod ((34 * x + 1) * x , 289); x = frac (x / 41) * 2 - 1; return normalize (float2(x - floor (x + 0.5), abs (x) - 0.5)); } float UnityGradientNoise (float2 UV, float Scale) { float2 p = UV * Scale; float2 ip = floor (p); float2 fp = frac (p); float d00 = dot (UnityGradientNoiseDir (ip), fp); float d01 = dot (UnityGradientNoiseDir (ip + float2(0, 1)), fp - float2(0, 1)); float d10 = dot (UnityGradientNoiseDir (ip + float2(1, 0)), fp - float2(1, 0)); float d11 = dot (UnityGradientNoiseDir (ip + float2(1, 1)), fp - float2(1, 1)); fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); return lerp (lerp (d00, d01, fp.y), lerp (d10, d11, fp.y), fp.x) + 0.5; } float4 frag (v2f_img i) : SV_Target { float3 size = tex2D (_A, i.uv).rgb; float scale = tex2D (_B, i.uv).r; float noiseVal = UnityGradientNoise(size , scale); noiseVal = (_To01Range > 0) ? noiseVal * 0.5 + 0.5 : noiseVal; return float4(noiseVal.xxx, 1); } ENDCG } Pass // Simple { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac( uv ); f = f* f * (3.0 - 2.0 * f); uv = abs( frac(uv) - 0.5); float2 c0 = i + float2( 0.0, 0.0 ); float2 c1 = i + float2( 1.0, 0.0 ); float2 c2 = i + float2( 0.0, 1.0 ); float2 c3 = i + float2( 1.0, 1.0 ); float r0 = noise_randomValue( c0 ); float r1 = noise_randomValue( c1 ); float r2 = noise_randomValue( c2 ); float r3 = noise_randomValue( c3 ); float bottomOfGrid = noise_interpolate( r0, r1, f.x ); float topOfGrid = noise_interpolate( r2, r3, f.x ); float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); return t; } float SimpleNoise(float2 UV) { float t = 0.0; float freq = pow( 2.0, float( 0 ) ); float amp = pow( 0.5, float( 3 - 0 ) ); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += valueNoise( UV/freq )*amp; return t; } float4 frag (v2f_img i) : SV_Target { float3 size = tex2D (_A, i.uv).rgb; float scale = tex2D (_B, i.uv).r; float noiseVal = SimpleNoise(size * scale); noiseVal = (_To01Range == 0) ? noiseVal * 2 - 1 : noiseVal; return float4(noiseVal.xxx, 1); } ENDCG } } }