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2021-01-11 22:20:43 -08:00

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//////////////////////////////////////////////////////////////////////////
//
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
//
//////////////////////////////////////////////////////////////////////////
Shader "Hidden/TerrainTools/Noise/NoiseBlit/NoiseBlitNone"
{
Properties { _MainTex ("Texture", any) = "" {} }
SubShader
{
ZTest Always Cull OFF ZWrite Off
HLSLINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.uv = v.uv;
return o;
}
ENDHLSL
// Pass
// {
// Name "Billow Raw Noise Blit (2D)"
// HLSLPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #include "../NoiseLib/None/Billow.hlsl"
// float4 frag( v2f i ) : SV_Target
// {
// float3 pos = ApplyNoiseTransform( float3(i.uv.x, 0, i.uv.y) - float3(.5, 0, .5) );
// float n = noise_NoneBillow( pos );
// return n;
// }
// ENDHLSL
// }
Pass // Billow Noise
{
Name "Billow Raw Noise Blit (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib/None/Billow.hlsl"
float4 frag( v2f i ) : SV_Target
{
// calc pos for center of pixel
float3 uv = float3( i.uv.x, 0, i.uv.y ) - float3( .5, 0, .5 );
uv += + float3(.5, 0, .5) * _MainTex_TexelSize.xxy; // offset by half a texel so we are sampling noise for the center of the texel
float3 pos3D = ApplyNoiseTransform( uv.xyz );
float2 pos2D = ApplyNoiseTransform( uv.xz );
float n = noise_NoneBillow( pos3D );
return n;
}
ENDHLSL
}
Pass
{
Name "Billow Raw Noise Blit (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib/None/Billow.hlsl"
float _UVY;
float4 frag( v2f i ) : SV_Target
{
float3 pos = ApplyNoiseTransform( float3(i.uv.x, _UVY, i.uv.y) - float3(.5, 0, .5) );
float n = noise_NoneBillow( pos );
return n;
}
ENDHLSL
}
// Pass
// {
// Name "Perlin Raw Noise Blit (2D)"
// HLSLPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #include "../NoiseLib//None/Perlin.hlsl"
// float4 frag( v2f i ) : SV_Target
// {
// float3 pos = ApplyNoiseTransform( float3(i.uv.x, 0, i.uv.y) - float3(.5, 0, .5) );
// float n = noise_NonePerlin( pos );
// return n;
// }
// ENDHLSL
// }
Pass // Perlin Noise
{
Name "Perlin Raw Noise Blit (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Perlin.hlsl"
float4 frag( v2f i ) : SV_Target
{
// calc pos for center of pixel
float3 uv = float3( i.uv.x, 0, i.uv.y ) - float3( .5, 0, .5 );
uv += + float3(.5, 0, .5) * _MainTex_TexelSize.xxy; // offset by half a texel so we are sampling noise for the center of the texel
float3 pos3D = ApplyNoiseTransform( uv.xyz );
float2 pos2D = ApplyNoiseTransform( uv.xz );
float n = noise_NonePerlin( pos3D );
return n;
}
ENDHLSL
}
Pass
{
Name "Perlin Raw Noise Blit (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Perlin.hlsl"
float _UVY;
float4 frag( v2f i ) : SV_Target
{
float3 pos = ApplyNoiseTransform( float3(i.uv.x, _UVY, i.uv.y) - float3(.5, 0, .5) );
float n = noise_NonePerlin( pos );
return n;
}
ENDHLSL
}
// Pass
// {
// Name "Ridge Raw Noise Blit (2D)"
// HLSLPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #include "../NoiseLib//None/Ridge.hlsl"
// float4 frag( v2f i ) : SV_Target
// {
// float3 pos = ApplyNoiseTransform( float3(i.uv.x, 0, i.uv.y) - float3(.5, 0, .5) );
// float n = noise_NoneRidge( pos );
// return n;
// }
// ENDHLSL
// }
Pass // Ridge Noise
{
Name "Ridge Raw Noise Blit (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Ridge.hlsl"
float4 frag( v2f i ) : SV_Target
{
// calc pos for center of pixel
float3 uv = float3( i.uv.x, 0, i.uv.y ) - float3( .5, 0, .5 );
uv += + float3(.5, 0, .5) * _MainTex_TexelSize.xxy; // offset by half a texel so we are sampling noise for the center of the texel
float3 pos3D = ApplyNoiseTransform( uv.xyz );
float2 pos2D = ApplyNoiseTransform( uv.xz );
float n = noise_NoneRidge( pos3D );
return n;
}
ENDHLSL
}
Pass
{
Name "Ridge Raw Noise Blit (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Ridge.hlsl"
float _UVY;
float4 frag( v2f i ) : SV_Target
{
float3 pos = ApplyNoiseTransform( float3(i.uv.x, _UVY, i.uv.y) - float3(.5, 0, .5) );
float n = noise_NoneRidge( pos );
return n;
}
ENDHLSL
}
// Pass
// {
// Name "Value Raw Noise Blit (2D)"
// HLSLPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #include "../NoiseLib//None/Value.hlsl"
// float4 frag( v2f i ) : SV_Target
// {
// float3 pos = ApplyNoiseTransform( float3(i.uv.x, 0, i.uv.y) - float3(.5, 0, .5) );
// float n = noise_NoneValue( pos );
// return n;
// }
// ENDHLSL
// }
Pass // Value Noise
{
Name "Value Raw Noise Blit (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Value.hlsl"
float4 frag( v2f i ) : SV_Target
{
// calc pos for center of pixel
float3 uv = float3( i.uv.x, 0, i.uv.y ) - float3( .5, 0, .5 );
uv += + float3(.5, 0, .5) * _MainTex_TexelSize.xxy; // offset by half a texel so we are sampling noise for the center of the texel
float3 pos3D = ApplyNoiseTransform( uv.xyz );
float2 pos2D = ApplyNoiseTransform( uv.xz );
float n = noise_NoneValue( pos3D );
return n;
}
ENDHLSL
}
Pass
{
Name "Value Raw Noise Blit (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Value.hlsl"
float _UVY;
float4 frag( v2f i ) : SV_Target
{
float3 pos = ApplyNoiseTransform( float3(i.uv.x, _UVY, i.uv.y) - float3(.5, 0, .5) );
float n = noise_NoneValue( pos );
return n;
}
ENDHLSL
}
// Pass
// {
// Name "Voronoi Raw Noise Blit (2D)"
// HLSLPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #include "../NoiseLib//None/Voronoi.hlsl"
// float4 frag( v2f i ) : SV_Target
// {
// float3 pos = ApplyNoiseTransform( float3(i.uv.x, 0, i.uv.y) - float3(.5, 0, .5) );
// float n = noise_NoneVoronoi( pos );
// return n;
// }
// ENDHLSL
// }
Pass // Voronoi Noise
{
Name "Voronoi Raw Noise Blit (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Voronoi.hlsl"
float4 frag( v2f i ) : SV_Target
{
// calc pos for center of pixel
float3 uv = float3( i.uv.x, 0, i.uv.y ) - float3( .5, 0, .5 );
uv += + float3(.5, 0, .5) * _MainTex_TexelSize.xxy; // offset by half a texel so we are sampling noise for the center of the texel
float3 pos3D = ApplyNoiseTransform( uv.xyz );
float2 pos2D = ApplyNoiseTransform( uv.xz );
float n = noise_NoneVoronoi( pos3D );
return n;
}
ENDHLSL
}
Pass
{
Name "Voronoi Raw Noise Blit (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "../NoiseLib//None/Voronoi.hlsl"
float _UVY;
float4 frag( v2f i ) : SV_Target
{
float3 pos = ApplyNoiseTransform( float3(i.uv.x, _UVY, i.uv.y) - float3(.5, 0, .5) );
float n = noise_NoneVoronoi( pos );
return n;
}
ENDHLSL
}
}
}