40 lines
1014 B
HLSL
40 lines
1014 B
HLSL
//UNITY_SHADER_NO_UPGRADE
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#ifndef Noise3D_INCLUDED
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#define Noise3D_INCLUDED
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/WorleyUtilities.hlsl"
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void Worley3D_float(float3 Position, float Frequency, out float Out)
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{
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Out = WorleyNoise(Position,Frequency);
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}
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void Gradient3D_float(float3 Position, float Frequency, out float Out)
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{
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Out = GradientNoise(Position,Frequency);
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}
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void PerlinFBM3D_float(float3 Position, float Frequency, int Octaves, out float Out)
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{
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Out = EvaluatePerlinFractalBrownianMotion(Position,Frequency, Octaves);
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}
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#include "Packages/com.unity.visualeffectgraph/Shaders/VFXNoise.hlsl"
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void CellularNoise3D_float(float3 Position, out float Out)
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{
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Out = GenerateCellularNoise3D(Position);
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}
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void ValueNoise3D_float(float3 Position, out float Out)
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{
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Out = GenerateValueNoise3D(Position);
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}
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void PerlinNoise3D_float(float3 Position, out float Out)
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{
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Out = GeneratePerlinNoise3D(Position);
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}
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#endif //Noise3D_INCLUDED
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