wip: Ray effect
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void Facing_float(float3 ObjectPos, float3 Origin, float3 InUp, uint Orthographic, out float3 FacingWorldPos, out float3 FacingObjectPos, out float3 Right, out float3 Up, out float3 Forward)
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{
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float3 origin = TransformObjectToWorld(float3(0, 0, 0));
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float3 view = lerp(normalize(origin - _WorldSpaceCameraPos.xyz), GetViewForwardDir(), Orthographic);
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Up = normalize(InUp);
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Right = normalize(cross(Up, view));
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Forward = cross(Right, Up);
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FacingWorldPos = Origin;
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FacingWorldPos += ObjectPos.x * length(TransformObjectToWorld(float3(1, 0, 0)) - origin) * Right;
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FacingWorldPos += ObjectPos.y * length(TransformObjectToWorld(float3(0, 1, 0)) - origin) * Up;
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FacingWorldPos += ObjectPos.z * length(TransformObjectToWorld(float3(0, 0, 1)) - origin) * Forward;
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//
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// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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//
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// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts.
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// Translation and modification was made by Keijiro Takahashi.
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//
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// This shader is based on the webgl-noise GLSL shader. For further details
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// of the original shader, please see the following description from the
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// original source code.
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//
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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#ifndef SimplexNoise3D_hlsl
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#define SimplexNoise3D_hlsl
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float3 mod289(float3 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 mod289(float4 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 permute(float4 x)
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{
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return mod289((x * 34.0 + 1.0) * x);
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}
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float4 taylorInvSqrt(float4 r)
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{
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return 1.79284291400159 - r * 0.85373472095314;
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}
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//Simplex noise
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float SimplexNoise(float3 v)
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{
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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float4 p =
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permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
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float4 x_ = floor(j / 7.0);
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float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
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float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4(x.xy, y.xy);
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float4 b1 = float4(x.zw, y.zw);
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//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
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//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
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float4 s0 = floor(b0) * 2.0 + 1.0;
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float4 s1 = floor(b1) * 2.0 + 1.0;
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float4 sh = -step(h, 0.0);
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3(a0.xy, h.x);
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float3 g1 = float3(a0.zw, h.y);
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float3 g2 = float3(a1.xy, h.z);
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float3 g3 = float3(a1.zw, h.w);
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// Normalise gradients
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float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix final noise value
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float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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m = m * m;
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float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
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return 42.0 * dot(m, px);
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}
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//Simplex noise with octaves
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float SimplexNoise_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
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float output = 0.0f;
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float weight = 1.0f;
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for (uint i = 0; i < octaveNumber; i++)
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{
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float3 coord = inCoord * scale + time * speed;
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output += SimplexNoise(coord) * weight;
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scale *= octaveScale;
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weight *= 1.0f - octaveAttenuation;
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}
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return output;
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}
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//Simplex noise gradient
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float4 SimplexNoiseGradient(float3 v)
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{
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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float4 p =
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permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
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 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
||||
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
||||
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);
|
||||
|
||||
// Normalise gradients
|
||||
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;
|
||||
|
||||
// Compute noise and gradient at P
|
||||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||
float4 m2 = m * m;
|
||||
float4 m3 = m2 * m;
|
||||
float4 m4 = m2 * m2;
|
||||
float3 grad =
|
||||
-6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +
|
||||
-6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +
|
||||
-6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +
|
||||
-6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;
|
||||
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
|
||||
return 42.0 * float4(grad, dot(m4, px));
|
||||
}
|
||||
|
||||
//Simplex noise gradient with octaves
|
||||
float4 SimplexNoiseGradient_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
|
||||
|
||||
float4 output = 0.0f;
|
||||
float weight = 1.0f;
|
||||
|
||||
for (uint i = 0; i < octaveNumber; i++)
|
||||
{
|
||||
float3 coord = inCoord * scale + time * speed;
|
||||
|
||||
output += SimplexNoiseGradient(coord) * weight;
|
||||
|
||||
scale *= octaveScale;
|
||||
weight *= 1.0f - octaveAttenuation;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float SimplexNoise01(float3 Position, float Size, float Amplitude)
|
||||
{
|
||||
return (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
|
||||
}
|
||||
|
||||
void SimplexNoise_float(float3 Position, float Size, float Amplitude, out float Noise)
|
||||
{
|
||||
Noise = (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
|
||||
}
|
||||
|
||||
void SimplexNoiseOctaves_float(float3 Position, float Size, float Octaves, float OctaveScale, float OctaveAttenuation, float Amplitude, out float Noise)
|
||||
{
|
||||
Noise = SimplexNoiseGradient_Octaves(Position, Size, 0, Octaves, OctaveScale, OctaveAttenuation, 0).x * Amplitude;
|
||||
}
|
||||
|
||||
#endif
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 1fbe7b87c262a1c408c95cba41e8de7d
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: b07b1c5f4db7a6c4ca9fe729a345d251
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 13ea729820199da4cbb03c437c389ef1
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ModelImporter:
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serializedVersion: 22200
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internalIDToNameTable: []
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externalObjects: {}
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materials:
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materialImportMode: 2
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materialName: 0
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materialSearch: 1
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materialLocation: 1
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animations:
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
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removeConstantScaleCurves: 0
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motionNodeName:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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animationDoRetargetingWarnings: 0
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importAnimatedCustomProperties: 0
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importConstraints: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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isReadable: 0
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meshes:
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lODScreenPercentages: []
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globalScale: 1
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meshCompression: 0
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addColliders: 0
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useSRGBMaterialColor: 1
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sortHierarchyByName: 1
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importPhysicalCameras: 1
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importVisibility: 1
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importBlendShapes: 1
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importCameras: 1
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importLights: 1
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nodeNameCollisionStrategy: 1
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fileIdsGeneration: 2
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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keepQuads: 0
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weldVertices: 1
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bakeAxisConversion: 0
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preserveHierarchy: 0
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skinWeightsMode: 0
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
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optimizeBones: 1
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meshOptimizationFlags: -1
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indexFormat: 0
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secondaryUVAngleDistortion: 8
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secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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secondaryUVMarginMethod: 1
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secondaryUVMinLightmapResolution: 40
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secondaryUVMinObjectScale: 1
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secondaryUVPackMargin: 4
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useFileScale: 1
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strictVertexDataChecks: 0
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 3
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normalCalculationMode: 4
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
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normalSmoothingSource: 0
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referencedClips: []
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importAnimation: 1
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humanDescription:
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serializedVersion: 3
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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globalScale: 1
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rootMotionBoneName:
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hasTranslationDoF: 0
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hasExtraRoot: 0
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skeletonHasParents: 1
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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autoGenerateAvatarMappingIfUnspecified: 1
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animationType: 2
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humanoidOversampling: 1
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avatarSetup: 0
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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importBlendShapeDeformPercent: 1
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user