Created
July 26, 2016 07:59
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simplex noise shader for unity
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using UnityEngine; | |
using System.Collections; | |
using System.Linq; | |
public class SimplexEffects : MonoBehaviour { | |
private Material MyMaterial; | |
public float AnimSpeed; | |
public Vector3 NoiseOffset; | |
public Vector3 NoiseScale; | |
public Gradient Palette; | |
void Start () | |
{ | |
MyMaterial = GetComponent<Renderer> ().material; | |
UpdatePalette (); | |
} | |
void Update () | |
{ | |
MyMaterial.SetVector ("_Offset", NoiseOffset); | |
MyMaterial.SetVector ("_Scale", NoiseScale); | |
NoiseOffset.z += AnimSpeed; | |
//NoiseOffset = Quaternion.Euler (new Vector3 (0.0f, AnimSpeed, 0.0f)) * NoiseOffset; | |
UpdatePalette (); | |
} | |
void UpdatePalette() | |
{ | |
var mp = new MaterialPropertyBlock (); | |
Vector4[] colors = (from gck in Palette.colorKeys | |
select new Vector4(gck.color.r, gck.color.g, gck.color.b, 1.0f)).ToArray(); | |
float[] times = (from gck in Palette.colorKeys | |
select gck.time).ToArray(); | |
mp.SetVectorArray ("_Palette", colors); | |
mp.SetFloatArray ("_ColourTimes", times); | |
GetComponent<Renderer> ().SetPropertyBlock (mp); | |
} | |
} |
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Shader "Unlit/SimplexNoise" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Scale ("Noise scale", Vector) = (1.0, 1.0, 1.0) | |
_Offset ("Noise offset", Vector) = (1.0, 1.0, 1.0) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#define PALETTE_SIZE 9 | |
struct appdata { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float3 normal : NORMAL; | |
float3 noise_uv : TEXCOORD1; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float3 _Scale; | |
float3 _Offset; | |
float4 _Palette[PALETTE_SIZE]; | |
float _ColourTimes[PALETTE_SIZE]; | |
float hash( float n ) | |
{ | |
return frac(sin(n)*43758.5453); | |
} | |
float noise( float3 x ) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
float3 p = floor(x); | |
float3 f = frac(x); | |
f = f*f*(3.0-2.0*f); | |
float n = p.x + p.y*57.0 + 113.0*p.z; | |
return lerp(lerp(lerp( hash(n+0.0), hash(n+1.0),f.x), | |
lerp( hash(n+57.0), hash(n+58.0),f.x),f.y), | |
lerp(lerp( hash(n+113.0), hash(n+114.0),f.x), | |
lerp( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); | |
} | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.normal = v.normal; | |
float noiseval = noise(_Scale*(_Offset+v.vertex)); | |
v.vertex += 0.1*float4(noiseval * o.normal, 0.0); | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
o.noise_uv = v.vertex.xyz/v.vertex.w; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
//fixed4 col = tex2D(_MainTex, i.uv); | |
float noiseval = 1.0-noise(_Scale*(_Offset+normalize(i.noise_uv))); | |
int colid = 0; | |
for(int i=0; i<PALETTE_SIZE-1; i++) | |
{ | |
if(_ColourTimes[i] <= noiseval && _ColourTimes[i+1] >= noiseval) | |
{ | |
colid = i; | |
break; | |
} | |
} | |
fixed4 col; | |
if(colid < PALETTE_SIZE-1) | |
{ | |
float interp = (noiseval - _ColourTimes[colid])/(abs(_ColourTimes[colid+1] - _ColourTimes[colid])); | |
col = lerp(_Palette[colid], _Palette[colid+1], interp); | |
} | |
else | |
col = _Palette[colid]; | |
//fixed4 col = (noiseval, noiseval, noiseval, 1.0); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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Thank you for sharing - used your noise function to create chrome shader here