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Perlin noise shader

NLeseul edited this page Dec 2, 2018 · 4 revisions

(Submitted by @Andersama in #2.)

//
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
//
// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson
// Translation and modification was made by Keijiro Takahashi.
//
// This shader is based on the webgl-noise GLSL shader. For further details
// of the original shader, please see the following description from the
// original source code.
//
 //
// GLSL textureless classic 2D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author:  Stefan Gustavson ([email protected])
// Version: 2011-08-22
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
 float4 mod(float4 x, float4 y)
{
  return x - y * floor(x / y);
}
 float4 mod289(float4 x)
{
  return x - floor(x / 289.0) * 289.0;
}
 float4 permute(float4 x)
{
  return mod289(((x*34.0)+1.0)*x);
}
 float4 taylorInvSqrt(float4 r)
{
  return (float4)1.79284291400159 - r * 0.85373472095314;
}
 float2 fade(float2 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
}
 // Classic Perlin noise
float cnoise(float2 P)
{
  float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
  float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
  Pi = mod289(Pi); // To avoid truncation effects in permutation
  float4 ix = Pi.xzxz;
  float4 iy = Pi.yyww;
  float4 fx = Pf.xzxz;
  float4 fy = Pf.yyww;
   float4 i = permute(permute(ix) + iy);
   float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
  float4 gy = abs(gx) - 0.5 ;
  float4 tx = floor(gx + 0.5);
  gx = gx - tx;
   float2 g00 = float2(gx.x,gy.x);
  float2 g10 = float2(gx.y,gy.y);
  float2 g01 = float2(gx.z,gy.z);
  float2 g11 = float2(gx.w,gy.w);
   float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
  g00 *= norm.x;
  g01 *= norm.y;
  g10 *= norm.z;
  g11 *= norm.w;
   float n00 = dot(g00, float2(fx.x, fy.x));
  float n10 = dot(g10, float2(fx.y, fy.y));
  float n01 = dot(g01, float2(fx.z, fy.z));
  float n11 = dot(g11, float2(fx.w, fy.w));
   float2 fade_xy = fade(Pf.xy);
  float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
  float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
  return 2.3 * n_xy;
}
 // Classic Perlin noise, periodic variant
float pnoise(float2 P, float2 rep)
{
  float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
  float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
  Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
  Pi = mod289(Pi);        // To avoid truncation effects in permutation
  float4 ix = Pi.xzxz;
  float4 iy = Pi.yyww;
  float4 fx = Pf.xzxz;
  float4 fy = Pf.yyww;
   float4 i = permute(permute(ix) + iy);
   float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
  float4 gy = abs(gx) - 0.5 ;
  float4 tx = floor(gx + 0.5);
  gx = gx - tx;
   float2 g00 = float2(gx.x,gy.x);
  float2 g10 = float2(gx.y,gy.y);
  float2 g01 = float2(gx.z,gy.z);
  float2 g11 = float2(gx.w,gy.w);
   float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
  g00 *= norm.x;
  g01 *= norm.y;
  g10 *= norm.z;
  g11 *= norm.w;
   float n00 = dot(g00, float2(fx.x, fy.x));
  float n10 = dot(g10, float2(fx.y, fy.y));
  float n01 = dot(g01, float2(fx.z, fy.z));
  float n11 = dot(g11, float2(fx.w, fy.w));
   float2 fade_xy = fade(Pf.xy);
  float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
  float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
  return 2.3 * n_xy;
}
 //The good bits~ adapting the noise generator for the plugin and giving some control over the shader
 //todo: pseudorandom number generator w/ seed
uniform float speed;
uniform bool animated;
uniform bool alpha_channel;
uniform bool inverted;
uniform bool multiply;
uniform float cx;
uniform float cy;
uniform float iterations;
//how much c_noise do we want?
uniform float c_noise;
//how much p_noise do we want?
uniform float p_noise;
//todo: s_noise (simplex)
 float2 noisePosition(float t){
	return float2(sin(2.2 * t) - cos(1.4 * t), cos(1.3 * t) + sin(-1.9 *t));
}
 float4 mainImage(VertData v_in) : TARGET
{
	float4 color = image.Sample(textureSampler, v_in.uv);
	float t = elapsed_time * speed;
	float2 dir = float2(cx,cy);
	
	if(!animated){
		float o = 0.5;
		float scale = 1.0;
		float w = 0.5;
		for(int i = 0; i < iterations; i++){
			float2 coord = v_in.uv * scale;
			float2 period = scale * 2.0;
			
			if(c_noise == 0.0 && p_noise == 0.0){
				o += pnoise(coord, period) * w;
			} else {				
				if(c_noise != 0.0){
					o += cnoise(coord) * w * c_noise;
				}
				if(p_noise != 0.0){
					o += pnoise(coord, period) * w * p_noise;
				}
			}
			
			//o += pnoise(coord, period) * w;
			
			scale *= 2.0;
			w *= 0.5;
		}
		if(inverted){
			o = 1 - o;
		}
		if(alpha_channel){
			if(multiply){
				return float4(color.r,color.g,color.b,color.a*o);
			} else {
				return float4(color.r,color.g,color.b,o);
			}
		} else {
			return float4(o,o,o,1.0);
		}
	} else {
		float o = 0.5;
		float scale = 1.0;
		float w = 0.5;
		for(int i = 0; i < iterations; i++){
			float2 coord = (v_in.uv + t*dir) * scale;
			float2 period = scale * 2.0;
			
			if(c_noise == 0.0 && p_noise == 0.0){
				o += pnoise(coord, period) * w;
			} else {				
				if(c_noise != 0.0){
					o += cnoise(coord) * w * c_noise;
				}
				if(p_noise != 0.0){
					o += pnoise(coord, period) * w * p_noise;
				}
			}
			
			scale *= 2.0;
			w *= 0.5;
		}
		if(inverted){
			o = 1 - o;
		}
		if(alpha_channel){
			if(multiply){
				return float4(color.r,color.g,color.b,color.a*o);
			} else {
				return float4(color.r,color.g,color.b,o);
			}
		} else {
			return float4(o,o,o,1.0);
		}
	}
}
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