// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda // Based on the work by https://github.com/keijiro/NoiseShader using System; using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { public enum NoiseGeneratorType { Simplex2D, Simplex3D, Gradient, Simple }; [Serializable] [NodeAttributes( "Noise Generator", "Miscellaneous", "Collection of procedural noise generators", tags: "simplex gradient" )] public sealed class NoiseGeneratorNode : ParentNode { private const string TypeLabelStr = "Type"; private const string SetTo01RangeOpStr = "{0} = {0}*0.5 + 0.5;"; private const string SetToMinus1To1RangeOpStr = "{0} = {0}*2 - 1;"; private const string SetTo01RangeLabel = "0-1 Range"; private const string SetTo01RangePreviewId = "_To01Range"; private const string UseUnityVersionLabel = "Use Unity Version"; // Simple private const string SimpleNoiseRandomValueFunc = "inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }"; private const string SimpleNoiseInterpolateFunc = "inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }"; private const string SimpleValueNoiseHeader = "inline float valueNoise (float2 uv)"; private readonly string[] SimpleValueNoiseBody = { "inline float valueNoise (float2 uv)\n", "{\n", "\tfloat2 i = floor(uv);\n", "\tfloat2 f = frac( uv );\n", "\tf = f* f * (3.0 - 2.0 * f);\n", "\tuv = abs( frac(uv) - 0.5);\n", "\tfloat2 c0 = i + float2( 0.0, 0.0 );\n", "\tfloat2 c1 = i + float2( 1.0, 0.0 );\n", "\tfloat2 c2 = i + float2( 0.0, 1.0 );\n", "\tfloat2 c3 = i + float2( 1.0, 1.0 );\n", "\tfloat r0 = noise_randomValue( c0 );\n", "\tfloat r1 = noise_randomValue( c1 );\n", "\tfloat r2 = noise_randomValue( c2 );\n", "\tfloat r3 = noise_randomValue( c3 );\n", "\tfloat bottomOfGrid = noise_interpolate( r0, r1, f.x );\n", "\tfloat topOfGrid = noise_interpolate( r2, r3, f.x );\n", "\tfloat t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );\n", "\treturn t;\n", "}\n"}; private const string SimpleNoiseHeader = "float SimpleNoise(float2 UV, float Scale)"; private const string SimpleNoiseFunc = "SimpleNoise( {0} )"; private readonly string[] SimpleNoiseBody = { "float SimpleNoise(float2 UV)\n", "{\n", "\tfloat t = 0.0;\n", "\tfloat freq = pow( 2.0, float( 0 ) );\n", "\tfloat amp = pow( 0.5, float( 3 - 0 ) );\n", "\tt += valueNoise( UV/freq )*amp;\n", "\tfreq = pow(2.0, float(1));\n", "\tamp = pow(0.5, float(3-1));\n", "\tt += valueNoise( UV/freq )*amp;\n", "\tfreq = pow(2.0, float(2));\n", "\tamp = pow(0.5, float(3-2));\n", "\tt += valueNoise( UV/freq )*amp;\n", "\treturn t;\n", "}\n"}; // Simplex 2D private const string Simplex2DFloat3Mod289Func = "float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }"; private const string Simplex2DFloat2Mod289Func = "float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }"; private const string Simplex2DPermuteFunc = "float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }"; private const string SimplexNoise2DHeader = "float snoise( float2 v )"; private const string SimplexNoise2DFunc = "snoise( {0} )"; private readonly string[] SimplexNoise2DBody = {"float snoise( float2 v )\n", "{\n", "\tconst float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );\n", "\tfloat2 i = floor( v + dot( v, C.yy ) );\n", "\tfloat2 x0 = v - i + dot( i, C.xx );\n", "\tfloat2 i1;\n", "\ti1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );\n", "\tfloat4 x12 = x0.xyxy + C.xxzz;\n", "\tx12.xy -= i1;\n", "\ti = mod2D289( i );\n", "\tfloat3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );\n", "\tfloat3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );\n", "\tm = m * m;\n", "\tm = m * m;\n", "\tfloat3 x = 2.0 * frac( p * C.www ) - 1.0;\n", "\tfloat3 h = abs( x ) - 0.5;\n", "\tfloat3 ox = floor( x + 0.5 );\n", "\tfloat3 a0 = x - ox;\n", "\tm *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );\n", "\tfloat3 g;\n", "\tg.x = a0.x * x0.x + h.x * x0.y;\n", "\tg.yz = a0.yz * x12.xz + h.yz * x12.yw;\n", "\treturn 130.0 * dot( m, g );\n", "}\n"}; // Simplex 3D private const string Simplex3DFloat3Mod289 = "float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }"; private const string Simplex3DFloat4Mod289 = "float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }"; private const string Simplex3DFloat4Permute = "float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }"; private const string TaylorInvSqrtFunc = "float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }"; private const string SimplexNoise3DHeader = "float snoise( float3 v )"; private const string SimplexNoise3DFunc = "snoise( {0} )"; private readonly string[] SimplexNoise3DBody = { "float snoise( float3 v )\n", "{\n", "\tconst float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );\n", "\tfloat3 i = floor( v + dot( v, C.yyy ) );\n", "\tfloat3 x0 = v - i + dot( i, C.xxx );\n", "\tfloat3 g = step( x0.yzx, x0.xyz );\n", "\tfloat3 l = 1.0 - g;\n", "\tfloat3 i1 = min( g.xyz, l.zxy );\n", "\tfloat3 i2 = max( g.xyz, l.zxy );\n", "\tfloat3 x1 = x0 - i1 + C.xxx;\n", "\tfloat3 x2 = x0 - i2 + C.yyy;\n", "\tfloat3 x3 = x0 - 0.5;\n", "\ti = mod3D289( i);\n", "\tfloat4 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 ) );\n", "\tfloat4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)\n", "\tfloat4 x_ = floor( j / 7.0 );\n", "\tfloat4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)\n", "\tfloat4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n", "\tfloat4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;\n", "\tfloat4 h = 1.0 - abs( x ) - abs( y );\n", "\tfloat4 b0 = float4( x.xy, y.xy );\n", "\tfloat4 b1 = float4( x.zw, y.zw );\n", "\tfloat4 s0 = floor( b0 ) * 2.0 + 1.0;\n", "\tfloat4 s1 = floor( b1 ) * 2.0 + 1.0;\n", "\tfloat4 sh = -step( h, 0.0 );\n", "\tfloat4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n", "\tfloat4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n", "\tfloat3 g0 = float3( a0.xy, h.x );\n", "\tfloat3 g1 = float3( a0.zw, h.y );\n", "\tfloat3 g2 = float3( a1.xy, h.z );\n", "\tfloat3 g3 = float3( a1.zw, h.w );\n", "\tfloat4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );\n", "\tg0 *= norm.x;\n", "\tg1 *= norm.y;\n", "\tg2 *= norm.z;\n", "\tg3 *= norm.w;\n", "\tfloat4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );\n", "\tm = m* m;\n", "\tm = m* m;\n", "\tfloat4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );\n", "\treturn 42.0 * dot( m, px);\n", "}\n" }; //Gradient Noise private readonly string UnityGradientNoiseFunc = "UnityGradientNoise({0},{1})"; private readonly string[] UnityGradientNoiseFunctionsBody = { "float2 UnityGradientNoiseDir( float2 p )\n", "{\n", "\tp = fmod(p , 289);\n", "\tfloat x = fmod((34 * p.x + 1) * p.x , 289) + p.y;\n", "\tx = fmod( (34 * x + 1) * x , 289);\n", "\tx = frac( x / 41 ) * 2 - 1;\n", "\treturn normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );\n", "}\n", "\n", "float UnityGradientNoise( float2 UV, float Scale )\n", "{\n", "\tfloat2 p = UV * Scale;\n", "\tfloat2 ip = floor( p );\n", "\tfloat2 fp = frac( p );\n", "\tfloat d00 = dot( UnityGradientNoiseDir( ip ), fp );\n", "\tfloat d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );\n", "\tfloat d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );\n", "\tfloat d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );\n", "\tfp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );\n", "\treturn lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;\n", "}\n" }; private readonly string GradientNoiseFunc = "GradientNoise({0},{1})"; private readonly string[] GradientNoiseFunctionsBody = { "//https://www.shadertoy.com/view/XdXGW8\n", "float2 GradientNoiseDir( float2 x )\n", "{\n", "\tconst float2 k = float2( 0.3183099, 0.3678794 );\n", "\tx = x * k + k.yx;\n", "\treturn -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );\n", "}\n", "\n", "float GradientNoise( float2 UV, float Scale )\n", "{\n", "\tfloat2 p = UV * Scale;\n", "\tfloat2 i = floor( p );\n", "\tfloat2 f = frac( p );\n", "\tfloat2 u = f * f * ( 3.0 - 2.0 * f );\n", "\treturn lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),\n", "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),\n", "\t\t\tlerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),\n", "\t\t\tdot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );\n", "}\n" }; [SerializeField] private NoiseGeneratorType m_type = NoiseGeneratorType.Simplex2D; [SerializeField] private bool m_setTo01Range = true; [SerializeField] private bool m_unityVersion = false; private int m_setTo01RangePreviewId; private UpperLeftWidgetHelper m_upperLeftWidget = new UpperLeftWidgetHelper(); protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT2, false, "UV" ); AddInputPort( WirePortDataType.FLOAT, false, "Scale" ); m_inputPorts[ 1 ].FloatInternalData = 1; AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue ); m_useInternalPortData = true; m_autoWrapProperties = true; m_hasLeftDropdown = true; SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) ); m_previewShaderGUID = "cd2d37ef5da190b42a91a5a690ba2a7d"; ConfigurePorts(); } public override void OnEnable() { base.OnEnable(); m_setTo01RangePreviewId = Shader.PropertyToID( SetTo01RangePreviewId ); } public override void AfterCommonInit() { base.AfterCommonInit(); if( PaddingTitleLeft == 0 ) { PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; if( PaddingTitleRight == 0 ) PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin; } } public override void Destroy() { base.Destroy(); m_upperLeftWidget = null; } public override void SetPreviewInputs() { base.SetPreviewInputs(); float range01 = m_setTo01Range ? 1 : 0; PreviewMaterial.SetFloat( m_setTo01RangePreviewId, range01 ); } public override void Draw( DrawInfo drawInfo ) { base.Draw( drawInfo ); m_upperLeftWidget.DrawWidget( ref m_type, this, OnWidgetUpdate ); } private readonly Action OnWidgetUpdate = ( x ) => { ( x as NoiseGeneratorNode ).ConfigurePorts(); }; public override void DrawProperties() { base.DrawProperties(); EditorGUI.BeginChangeCheck(); m_type = (NoiseGeneratorType)EditorGUILayoutEnumPopup( TypeLabelStr, m_type ); if( EditorGUI.EndChangeCheck() ) { ConfigurePorts(); } m_setTo01Range = EditorGUILayoutToggle( SetTo01RangeLabel, m_setTo01Range ); if( m_type == NoiseGeneratorType.Gradient ) { EditorGUI.BeginChangeCheck(); m_unityVersion = EditorGUILayoutToggle( UseUnityVersionLabel, m_unityVersion ); if( EditorGUI.EndChangeCheck() ) { ConfigurePorts(); } } //EditorGUILayout.HelpBox( "Node still under construction. Use with caution", MessageType.Info ); } private void ConfigurePorts() { SetAdditonalTitleText( string.Format( Constants.SubTitleTypeFormatStr, m_type ) ); switch( m_type ) { case NoiseGeneratorType.Simplex2D: { m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); m_previewMaterialPassId = 0; } break; case NoiseGeneratorType.Simplex3D: { m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false ); m_previewMaterialPassId = 1; } break; case NoiseGeneratorType.Gradient: { m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); m_previewMaterialPassId = m_unityVersion ? 3 : 2; } break; case NoiseGeneratorType.Simple: { m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT2, false ); m_previewMaterialPassId = 4; } break; } PreviewIsDirty = true; } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if( m_outputPorts[ outputId ].IsLocalValue( dataCollector.PortCategory ) ) { return m_outputPorts[ outputId ].LocalValue( dataCollector.PortCategory ); } string size = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string scale = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ); switch( m_type ) { case NoiseGeneratorType.Simplex2D: { string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat3Mod289Func : "\t\t" + Simplex2DFloat3Mod289Func; dataCollector.AddFunction( Simplex2DFloat3Mod289Func, float3Mod289Func ); string float2Mod289Func = ( dataCollector.IsTemplate ) ? Simplex2DFloat2Mod289Func : "\t\t" + Simplex2DFloat2Mod289Func; dataCollector.AddFunction( Simplex2DFloat2Mod289Func, float2Mod289Func ); string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex2DPermuteFunc : "\t\t" + Simplex2DPermuteFunc; dataCollector.AddFunction( Simplex2DPermuteFunc, permuteFunc ); dataCollector.AddFunction( SimplexNoise2DHeader, SimplexNoise2DBody, false ); if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) { size = string.Format( "{0}*{1}", size, scale ); } RegisterLocalVariable( 0, string.Format( SimplexNoise2DFunc, size ), ref dataCollector, ( "simplePerlin2D" + OutputId ) ); } break; case NoiseGeneratorType.Simplex3D: { string float3Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat3Mod289 : "\t\t" + Simplex3DFloat3Mod289; dataCollector.AddFunction( Simplex3DFloat3Mod289, float3Mod289Func ); string float4Mod289Func = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Mod289 : "\t\t" + Simplex3DFloat4Mod289; dataCollector.AddFunction( Simplex3DFloat4Mod289, float4Mod289Func ); string permuteFunc = ( dataCollector.IsTemplate ) ? Simplex3DFloat4Permute : "\t\t" + Simplex3DFloat4Permute; dataCollector.AddFunction( Simplex3DFloat4Permute, permuteFunc ); string taylorInvSqrtFunc = ( dataCollector.IsTemplate ) ? TaylorInvSqrtFunc : "\t\t" + TaylorInvSqrtFunc; dataCollector.AddFunction( TaylorInvSqrtFunc, taylorInvSqrtFunc ); dataCollector.AddFunction( SimplexNoise3DHeader, SimplexNoise3DBody, false ); if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) { size = string.Format( "{0}*{1}", size, scale ); } RegisterLocalVariable( 0, string.Format( SimplexNoise3DFunc, size ), ref dataCollector, ( "simplePerlin3D" + OutputId ) ); } break; case NoiseGeneratorType.Gradient: { string[] body = m_unityVersion ? UnityGradientNoiseFunctionsBody : GradientNoiseFunctionsBody; string func = m_unityVersion ? UnityGradientNoiseFunc : GradientNoiseFunc; dataCollector.AddFunction( body[ 0 ], body, false); RegisterLocalVariable( 0, string.Format( func, size, scale ), ref dataCollector, ( "gradientNoise" + OutputId ) ); } break; case NoiseGeneratorType.Simple: { string randomValue = ( dataCollector.IsTemplate ) ? SimpleNoiseRandomValueFunc : "\t\t" + SimpleNoiseRandomValueFunc; dataCollector.AddFunction( SimpleNoiseRandomValueFunc, randomValue ); string interpolate = ( dataCollector.IsTemplate ) ? SimpleNoiseInterpolateFunc : "\t\t" + SimpleNoiseInterpolateFunc; dataCollector.AddFunction( SimpleNoiseInterpolateFunc, interpolate ); dataCollector.AddFunction( SimpleValueNoiseHeader, SimpleValueNoiseBody, false ); dataCollector.AddFunction( SimpleNoiseHeader, SimpleNoiseBody, false ); if( m_inputPorts[ 1 ].IsConnected || m_inputPorts[ 1 ].FloatInternalData != 1.0f ) { size = string.Format( "{0}*{1}", size, scale ); } RegisterLocalVariable( 0, string.Format( SimpleNoiseFunc, size ), ref dataCollector, ( "simpleNoise" + OutputId ) ); } break; } if( m_type == NoiseGeneratorType.Simple && !m_setTo01Range ) { dataCollector.AddLocalVariable( outputId, string.Format( SetToMinus1To1RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) ); } if( m_setTo01Range && m_type != NoiseGeneratorType.Simple ) { dataCollector.AddLocalVariable( outputId, string.Format( SetTo01RangeOpStr, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ) ); } return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); m_type = (NoiseGeneratorType)Enum.Parse( typeof( NoiseGeneratorType ), GetCurrentParam( ref nodeParams ) ); if( UIUtils.CurrentShaderVersion() < 16903 ) { m_setTo01Range = false; } else { m_setTo01Range = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); m_unityVersion = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); } ConfigurePorts(); } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_type ); IOUtils.AddFieldValueToString( ref nodeInfo, m_setTo01Range ); IOUtils.AddFieldValueToString( ref nodeInfo, m_unityVersion ); } } }