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2025-05-29 22:31:40 +03:00

40 lines
1014 B
HLSL

//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