Files
Net.Like.Xue.Tokyo/Assets/ARTnGAME/Lumina/Scripts/URP Volumetric Shafts/Shader/Resources/GradientNoiseA.hlsl
CortexCore 15e5a58ccc 1
2025-02-26 15:34:59 +08:00

23 lines
791 B
HLSL

float2 gradientNoise_dir(float2 p)
{
p = p % 289;
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
float gradientNoise(float2 p)
{
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(gradientNoise_dir(ip), fp);
float d01 = dot(gradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(gradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(gradientNoise_dir(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);
}
inline float gradientNoise_float(float2 uv, float scale)
{ return gradientNoise(uv * scale) + 0.5; }