Release v0.9.6
This commit is contained in:
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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float2 ClampRange;
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// Kernel
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[numthreads(32,1,1)]
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void Clamp (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < HeightMapLength){ // Keep in bounds
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// Update texture
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HeightBuffer[id.x] = clamp(HeightBuffer[id.x], ClampRange.x, ClampRange.y);
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}
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}
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fileFormatVersion: 2
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guid: 87cf122e8f207694aa255ce415696591
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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float2 ExpanderMinMax;
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// Kernel
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[numthreads(32,1,1)]
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void Expand (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < HeightMapLength){ // Keep in bounds
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// Expand height
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HeightBuffer[id.x] = clamp((HeightBuffer[id.x] - ExpanderMinMax.x) / ExpanderMinMax.y, 0, 1);
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}
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}
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fileFormatVersion: 2
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guid: 32af8ef11d4f6e24289de4765f4d6347
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timeCreated: 1556402402
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@@ -0,0 +1,12 @@
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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float HeightContrastPow;
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// Kernel
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[numthreads(32,1,1)]
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void HeightContrast (uint3 id : SV_DispatchThreadID)
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{
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// Expand height
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HeightBuffer[id.x] = clamp(pow(abs(HeightBuffer[id.x] + 0.5), HeightContrastPow) - 0.5, 0, 1);
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2386040a4e4bbb04faa3dcc57c80e435
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timeCreated: 1556405164
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// Licensed under the Non-Profit Open Software License version 3.0
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// Kernel
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[numthreads(32,32,1)]
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void HeightMapToTexture (uint3 id : SV_DispatchThreadID)
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{
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// Get width and height of texture
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int w,h;
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Texture.GetDimensions(w,h);
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// Calculate position relative to heightmap
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float2 relativeID = RelativizeVector(id.x, id.y, w, h);
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float2 heightMapPos = float2(relativeID.x * HeightMapResolution, relativeID.y * HeightMapResolution);
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// Calculate height
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float3 gradient = CalculateGradientAndHeight(heightMapPos, HeightMapResolution, HeightBuffer);
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// Set height
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Texture[id.xy] = float4(gradient.z,gradient.z,gradient.z,1);
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0ae8d18f40ac1974db9ed6523037bda7
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timeCreated: 1556291579
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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uint ErosionParticleCount;
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uint ErosionMaxLifeTime;
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float ErosionInertia;
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float ErosionParticleStartSpeed;
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float ErosionParticleStartWater;
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float ErosionSedimentCapacityFactor;
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float ErosionMinSedimentCapacity;
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float ErosionSpeed;
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float ErosionEvaporateSpeed;
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float ErosionGravity;
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float ErosionDepositSpeed;
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// Kernel
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[numthreads(32,1,1)]
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void HydraulicErosion (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < ErosionParticleCount){ // Keep in bounds
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float randomNormalizedX = Random(id.x);
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float randomNormalizedY = Random(id.x + HeightMapResolution * randomNormalizedX);
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float2 pos = float2(
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randomNormalizedX * HeightMapResolution,
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randomNormalizedY * HeightMapResolution
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);
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// Particle values
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float2 dir = float2(0,0);
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float speed = ErosionParticleStartSpeed;
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float water = ErosionParticleStartWater;
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float sediment = 0;
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for(uint lifeTime = 0; lifeTime < ErosionMaxLifeTime; lifeTime++){
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// Calculate texture coords
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uint2 coord = uint2(
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(uint) pos.x,
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(uint) pos.y
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);
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int index = PosToIndex(coord, HeightMapResolution);
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// Calculate cell offset
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float2 cellOffset = float2(
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pos.x - float(coord.x),
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pos.y - float(coord.y)
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);
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// Calculate interpolated gradient and height
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float3 heightAndGradient = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer);
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// Update the droplet's direction and position (move position 1 unit regardless of speed)
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dir.x = (dir.x * ErosionInertia - heightAndGradient.x * (1 - ErosionInertia));
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dir.y = (dir.y * ErosionInertia - heightAndGradient.y * (1 - ErosionInertia));
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// Normalize dir
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dir = Normalize2D(dir);
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// Add to position
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pos += dir;
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// Header guard to check wheter particle is still inside texture and moving
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if((dir.x == 0 && dir.y == 0) || pos.x <= 0 || pos.y <= 0 || pos.x >= float(HeightMapResolution - 2) || pos.y >= float(HeightMapResolution - 2)){ break; }
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// Calculate new height and deltaHeight
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float height = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer).z;
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float deltaHeight = height - heightAndGradient.z;
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// Calculate the droplet's sediment capacity (higher when moving fast down a slope and contains lots of water)
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float sedimentCapacity = max(-deltaHeight, ErosionMinSedimentCapacity) * speed * water * ErosionSedimentCapacityFactor;
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// If carrying more sediment than capacity, or if flowing uphill:
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if (sediment > sedimentCapacity || deltaHeight > 0) {
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// If moving uphill (deltaHeight > 0) try fill up to the current height, otherwise deposit a fraction of the excess sediment
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float amountToDeposit = (deltaHeight > 0) ?
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min(deltaHeight, sediment) :
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(sediment - sedimentCapacity) * ErosionDepositSpeed;
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// Remove deposited sediment
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sediment -= amountToDeposit;
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// Add the sediment to the four nodes of the current cell using bilinear interpolation
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AddToBuffer(index, HeightMapResolution, cellOffset, amountToDeposit, HeightBuffer);
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}
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else {
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// Erode a fraction of the droplet's current carry capacity.
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// Clamp the erosion to the change in height so that it doesn't dig a hole in the terrain behind the droplet
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float amountToErode = min((sedimentCapacity - sediment) * ErosionSpeed, -deltaHeight);
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// Remove erosion amount from heightmap
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AddToBuffer(index, HeightMapResolution, cellOffset, -amountToErode, HeightBuffer);
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// Add eroded amount to sediment currently carried
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sediment += amountToErode;
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}
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// Update droplet's speed and water content
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speed = sqrt (max(0,speed * speed + deltaHeight * ErosionGravity));
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water *= (1 - ErosionEvaporateSpeed);
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}
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}
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}
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fileFormatVersion: 2
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guid: fa4ceb37d27b27746821c24bfb4c208b
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,62 @@
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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uint PerlinType;
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float PerlinAmplitude;
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float PerlinFrequency;
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float2 PerlinOffset;
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uint PerlinOctaves;
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float PerlinOctavesStrength;
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// Methods
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float StandardPerlinNoise(uint id, float amplitude, float2 offset){
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// Calculate vector
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float2 pos = IndexToFloatVector(id, HeightMapResolution);
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// Calculate x and y position
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float x = float(pos.x) / HeightMapResolution;
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float y = float(pos.y) / HeightMapResolution;
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// Generate noise
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return cnoise(float2(x * amplitude + offset.x, y * amplitude + offset.y));
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}
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float BillowyPerlinNoise(uint id, float amplitude, float2 offset){
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float noise = StandardPerlinNoise(id, amplitude, offset);
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return abs(noise * 2 - 1);
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}
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float RigidPerlinNoise(uint id, float amplitude, float2 offset){
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return 1 - BillowyPerlinNoise(id, amplitude, offset);;
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}
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// Kernel
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[numthreads(32,1,1)]
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void PerlinNoise (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < HeightMapLength){ // Keep in bounds
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float total = 0;
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float frequency = PerlinFrequency;
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float amplitude = 1;
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float maxvalue = 0;
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for(uint i = 0; i < PerlinOctaves; i++){
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// Types
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if(PerlinType == 0){ // Standard
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total += StandardPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
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} else if(PerlinType == 1){ // Billowy
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total += BillowyPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
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} else if(PerlinType == 2){ // Rigid
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total += RigidPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
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}
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maxvalue += amplitude;
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amplitude *= PerlinOctavesStrength;
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frequency *= 2;
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}
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// Update buffer
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HeightBuffer[id.x] = total/maxvalue;
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 0260ec8f278be834195f00cac6315f59
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,20 @@
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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uint PseudoRandomNoiseSeed;
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// Kernel
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[numthreads(32,1,1)]
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void PseudoRandomNoise (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < HeightMapLength){ // Keep in bounds
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// Calculate vector
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uint2 pos = IndexToVector(id.x, HeightMapResolution);
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// Generate noise
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float noise = Random((pos.x + (pos.y * HeightMapResolution)) * PseudoRandomNoiseSeed);
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// Update buffer
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HeightBuffer[id.x] = noise;
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 73e7265746e81774ebca11f4b98413e4
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,30 @@
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// Licensed under the Non-Profit Open Software License version 3.0
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// Variables
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uint TerraceCount;
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float TerraceShape;
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bool Smooth;
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// Kernel
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[numthreads(1024,1,1)]
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void Terrace (uint3 id : SV_DispatchThreadID)
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{
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if(id.x < HeightMapLength){ // Keep in bounds
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float height = HeightBuffer[id.x] * TerraceCount; // Calculate height inside the terrace range
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uint heightFloor = uint(height); // Floor the height
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float difference = height - heightFloor; // Difference between height and floor. Normalized terrace
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if(Smooth){ // Should the terraces be smooth or sharp. Changes what part of the sigmoid is used
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difference = (NormalisedSigmoid(difference * 2 - 1, TerraceShape) + 1) / 2;
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} else {
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difference = NormalisedSigmoid(difference, TerraceShape);
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}
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// Calculate floor and ceil of terrace
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float floor = float(heightFloor) / TerraceCount;
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float ceil = float(heightFloor + 1) / TerraceCount;
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// Update buffer
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HeightBuffer[id.x] = lerp(floor, ceil, difference);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8f9c8c3b289cae746b013fe7e3d21d3c
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timeCreated: 1557500706
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