mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/Simple-Noise-Node.md
2024-09-20 20:30:10 +02:00

2.5 KiB

Simple Noise Node

Description

Generates a simple, or Value, noise based on input UV. The scale of the generated noise is controlled by input Scale.

You can also choose to use two different hashing methods for calculating the noise. As of Unity version 2021.2, the Simple Noise node defaults to the Deterministic hash, to ensure consistent results for noise generation across platforms.

Ports

Name Direction Type Binding Description
UV Input Vector 2 UV Input UV value
Scale Input Float None Noise scale
Out Output Float None Output value

Controls

Name Type Options Description
Hash Type Dropdown Deterministic, LegacySine Selects the hash function used to generate random numbers for noise generation.

Generated Code Example

The following example code represents one possible outcome of this node.

inline float unity_noise_randomValue (float2 uv)
{
    return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
}

inline float unity_noise_interpolate (float a, float b, float t)
{
    return (1.0-t)*a + (t*b);
}

inline float unity_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 = unity_noise_randomValue(c0);
    float r1 = unity_noise_randomValue(c1);
    float r2 = unity_noise_randomValue(c2);
    float r3 = unity_noise_randomValue(c3);

    float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
    float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
    float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
    return t;
}

void Unity_SimpleNoise_float(float2 UV, float Scale, out float Out)
{
    float t = 0.0;

    float freq = pow(2.0, float(0));
    float amp = pow(0.5, float(3-0));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;

    freq = pow(2.0, float(1));
    amp = pow(0.5, float(3-1));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;

    freq = pow(2.0, float(2));
    amp = pow(0.5, float(3-2));
    t += unity_valueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;

    Out = t;
}