//UNITY_SHADER_NO_UPGRADE #ifndef Noise3D_INCLUDED #define Noise3D_INCLUDED #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/WorleyUtilities.hlsl" void Worley3D_float(float3 Position, float Frequency, out float Out) { Out = WorleyNoise(Position,Frequency); } void Gradient3D_float(float3 Position, float Frequency, out float Out) { Out = GradientNoise(Position,Frequency); } void PerlinFBM3D_float(float3 Position, float Frequency, int Octaves, out float Out) { Out = EvaluatePerlinFractalBrownianMotion(Position,Frequency, Octaves); } #include "Packages/com.unity.visualeffectgraph/Shaders/VFXNoise.hlsl" void CellularNoise3D_float(float3 Position, out float Out) { Out = GenerateCellularNoise3D(Position); } void ValueNoise3D_float(float3 Position, out float Out) { Out = GenerateValueNoise3D(Position); } void PerlinNoise3D_float(float3 Position, out float Out) { Out = GeneratePerlinNoise3D(Position); } #endif //Noise3D_INCLUDED