Release v0.9.6

This commit is contained in:
nimblefox-ci
2026-07-31 19:29:07 +03:00
parent 3602e87e0c
commit 8e6b90a10e
264 changed files with 12411 additions and 2 deletions
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
float2 ClampRange;
// Kernel
[numthreads(32,1,1)]
void Clamp (uint3 id : SV_DispatchThreadID)
{
if(id.x < HeightMapLength){ // Keep in bounds
// Update texture
HeightBuffer[id.x] = clamp(HeightBuffer[id.x], ClampRange.x, ClampRange.y);
}
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
float2 ExpanderMinMax;
// Kernel
[numthreads(32,1,1)]
void Expand (uint3 id : SV_DispatchThreadID)
{
if(id.x < HeightMapLength){ // Keep in bounds
// Expand height
HeightBuffer[id.x] = clamp((HeightBuffer[id.x] - ExpanderMinMax.x) / ExpanderMinMax.y, 0, 1);
}
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
float HeightContrastPow;
// Kernel
[numthreads(32,1,1)]
void HeightContrast (uint3 id : SV_DispatchThreadID)
{
// Expand height
HeightBuffer[id.x] = clamp(pow(abs(HeightBuffer[id.x] + 0.5), HeightContrastPow) - 0.5, 0, 1);
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Kernel
[numthreads(32,32,1)]
void HeightMapToTexture (uint3 id : SV_DispatchThreadID)
{
// Get width and height of texture
int w,h;
Texture.GetDimensions(w,h);
// Calculate position relative to heightmap
float2 relativeID = RelativizeVector(id.x, id.y, w, h);
float2 heightMapPos = float2(relativeID.x * HeightMapResolution, relativeID.y * HeightMapResolution);
// Calculate height
float3 gradient = CalculateGradientAndHeight(heightMapPos, HeightMapResolution, HeightBuffer);
// Set height
Texture[id.xy] = float4(gradient.z,gradient.z,gradient.z,1);
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
uint ErosionParticleCount;
uint ErosionMaxLifeTime;
float ErosionInertia;
float ErosionParticleStartSpeed;
float ErosionParticleStartWater;
float ErosionSedimentCapacityFactor;
float ErosionMinSedimentCapacity;
float ErosionSpeed;
float ErosionEvaporateSpeed;
float ErosionGravity;
float ErosionDepositSpeed;
// Kernel
[numthreads(32,1,1)]
void HydraulicErosion (uint3 id : SV_DispatchThreadID)
{
if(id.x < ErosionParticleCount){ // Keep in bounds
float randomNormalizedX = Random(id.x);
float randomNormalizedY = Random(id.x + HeightMapResolution * randomNormalizedX);
float2 pos = float2(
randomNormalizedX * HeightMapResolution,
randomNormalizedY * HeightMapResolution
);
// Particle values
float2 dir = float2(0,0);
float speed = ErosionParticleStartSpeed;
float water = ErosionParticleStartWater;
float sediment = 0;
for(uint lifeTime = 0; lifeTime < ErosionMaxLifeTime; lifeTime++){
// Calculate texture coords
uint2 coord = uint2(
(uint) pos.x,
(uint) pos.y
);
int index = PosToIndex(coord, HeightMapResolution);
// Calculate cell offset
float2 cellOffset = float2(
pos.x - float(coord.x),
pos.y - float(coord.y)
);
// Calculate interpolated gradient and height
float3 heightAndGradient = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer);
// Update the droplet's direction and position (move position 1 unit regardless of speed)
dir.x = (dir.x * ErosionInertia - heightAndGradient.x * (1 - ErosionInertia));
dir.y = (dir.y * ErosionInertia - heightAndGradient.y * (1 - ErosionInertia));
// Normalize dir
dir = Normalize2D(dir);
// Add to position
pos += dir;
// Header guard to check wheter particle is still inside texture and moving
if((dir.x == 0 && dir.y == 0) || pos.x <= 0 || pos.y <= 0 || pos.x >= float(HeightMapResolution - 2) || pos.y >= float(HeightMapResolution - 2)){ break; }
// Calculate new height and deltaHeight
float height = CalculateGradientAndHeight(pos, HeightMapResolution, HeightBuffer).z;
float deltaHeight = height - heightAndGradient.z;
// Calculate the droplet's sediment capacity (higher when moving fast down a slope and contains lots of water)
float sedimentCapacity = max(-deltaHeight, ErosionMinSedimentCapacity) * speed * water * ErosionSedimentCapacityFactor;
// If carrying more sediment than capacity, or if flowing uphill:
if (sediment > sedimentCapacity || deltaHeight > 0) {
// If moving uphill (deltaHeight > 0) try fill up to the current height, otherwise deposit a fraction of the excess sediment
float amountToDeposit = (deltaHeight > 0) ?
min(deltaHeight, sediment) :
(sediment - sedimentCapacity) * ErosionDepositSpeed;
// Remove deposited sediment
sediment -= amountToDeposit;
// Add the sediment to the four nodes of the current cell using bilinear interpolation
AddToBuffer(index, HeightMapResolution, cellOffset, amountToDeposit, HeightBuffer);
}
else {
// Erode a fraction of the droplet's current carry capacity.
// Clamp the erosion to the change in height so that it doesn't dig a hole in the terrain behind the droplet
float amountToErode = min((sedimentCapacity - sediment) * ErosionSpeed, -deltaHeight);
// Remove erosion amount from heightmap
AddToBuffer(index, HeightMapResolution, cellOffset, -amountToErode, HeightBuffer);
// Add eroded amount to sediment currently carried
sediment += amountToErode;
}
// Update droplet's speed and water content
speed = sqrt (max(0,speed * speed + deltaHeight * ErosionGravity));
water *= (1 - ErosionEvaporateSpeed);
}
}
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
uint PerlinType;
float PerlinAmplitude;
float PerlinFrequency;
float2 PerlinOffset;
uint PerlinOctaves;
float PerlinOctavesStrength;
// Methods
float StandardPerlinNoise(uint id, float amplitude, float2 offset){
// Calculate vector
float2 pos = IndexToFloatVector(id, HeightMapResolution);
// Calculate x and y position
float x = float(pos.x) / HeightMapResolution;
float y = float(pos.y) / HeightMapResolution;
// Generate noise
return cnoise(float2(x * amplitude + offset.x, y * amplitude + offset.y));
}
float BillowyPerlinNoise(uint id, float amplitude, float2 offset){
float noise = StandardPerlinNoise(id, amplitude, offset);
return abs(noise * 2 - 1);
}
float RigidPerlinNoise(uint id, float amplitude, float2 offset){
return 1 - BillowyPerlinNoise(id, amplitude, offset);;
}
// Kernel
[numthreads(32,1,1)]
void PerlinNoise (uint3 id : SV_DispatchThreadID)
{
if(id.x < HeightMapLength){ // Keep in bounds
float total = 0;
float frequency = PerlinFrequency;
float amplitude = 1;
float maxvalue = 0;
for(uint i = 0; i < PerlinOctaves; i++){
// Types
if(PerlinType == 0){ // Standard
total += StandardPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
} else if(PerlinType == 1){ // Billowy
total += BillowyPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
} else if(PerlinType == 2){ // Rigid
total += RigidPerlinNoise(id.x, frequency, PerlinOffset) * amplitude;
}
maxvalue += amplitude;
amplitude *= PerlinOctavesStrength;
frequency *= 2;
}
// Update buffer
HeightBuffer[id.x] = total/maxvalue;
}
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
uint PseudoRandomNoiseSeed;
// Kernel
[numthreads(32,1,1)]
void PseudoRandomNoise (uint3 id : SV_DispatchThreadID)
{
if(id.x < HeightMapLength){ // Keep in bounds
// Calculate vector
uint2 pos = IndexToVector(id.x, HeightMapResolution);
// Generate noise
float noise = Random((pos.x + (pos.y * HeightMapResolution)) * PseudoRandomNoiseSeed);
// Update buffer
HeightBuffer[id.x] = noise;
}
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Variables
uint TerraceCount;
float TerraceShape;
bool Smooth;
// Kernel
[numthreads(1024,1,1)]
void Terrace (uint3 id : SV_DispatchThreadID)
{
if(id.x < HeightMapLength){ // Keep in bounds
float height = HeightBuffer[id.x] * TerraceCount; // Calculate height inside the terrace range
uint heightFloor = uint(height); // Floor the height
float difference = height - heightFloor; // Difference between height and floor. Normalized terrace
if(Smooth){ // Should the terraces be smooth or sharp. Changes what part of the sigmoid is used
difference = (NormalisedSigmoid(difference * 2 - 1, TerraceShape) + 1) / 2;
} else {
difference = NormalisedSigmoid(difference, TerraceShape);
}
// Calculate floor and ceil of terrace
float floor = float(heightFloor) / TerraceCount;
float ceil = float(heightFloor + 1) / TerraceCount;
// Update buffer
HeightBuffer[id.x] = lerp(floor, ceil, difference);
}
}
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Shader "Hidden/NimbleFox/DepthToGrayscale"
{
SubShader
{
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_MainTex);
float _DepthRangeNear;
float _DepthRangeFar;
fixed4 frag(v2f_img i) : SV_Target
{
float rawDepth = SAMPLE_DEPTH_TEXTURE(_MainTex, i.uv);
float linearDepth = LinearEyeDepth(rawDepth);
float normalizedDepth = saturate((linearDepth - _DepthRangeNear) / max(0.0001, _DepthRangeFar - _DepthRangeNear));
float grayscale = 1.0 - normalizedDepth;
return fixed4(grayscale, grayscale, grayscale, 1.0);
}
ENDCG
}
}
Fallback Off
}
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// Licensed under the Non-Profit Open Software License version 3.0
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) / 2 + 0.5;
}
// 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;
}
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// Licensed under the Non-Profit Open Software License version 3.0
uint Hash(uint s)
{
s ^= 2747636419u;
s *= 2654435769u;
s ^= s >> 16;
s *= 2654435769u;
s ^= s >> 16;
s *= 2654435769u;
return s;
}
float Random(uint seed)
{
return float(Hash(seed)) / 4294967295.0; // 2^32-1
}
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// Licensed under the Non-Profit Open Software License version 3.0
float Magnitude2D(float2 dir){
return max(0.01,sqrt(dir.x * dir.x + dir.y * dir.y));
}
float Magnitude3D(float3 dir){
return max(0.01,sqrt(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z));
}
float2 Normalize2D(float2 dir){
float magnitude = Magnitude2D(dir);
dir.x /= magnitude;
dir.y /= magnitude;
return dir;
}
float3 Normalize3D(float3 dir){
float magnitude = Magnitude3D(dir);
dir.x /= magnitude;
dir.y /= magnitude;
dir.z /= magnitude;
return dir;
}
int PosToIndex(uint2 pos, int width){
return pos.x + (pos.y * width);
}
uint2 IndexToVector(int index, int width){
float division = float(index) / float(width);
int rounded = int(division);
return uint2((division - float(rounded)) * width,rounded);
}
float2 IndexToFloatVector(int index, int width){
float division = float(index) / float(width);
int rounded = int(division);
return float2((division - float(rounded)) * width,rounded);
}
float2 RelativizeVector(float x, float y, float w, float h){
return float2(
x / w,
y / h
);
}
float3 RelativizeVector(float3 vec, float3 size){
return float3(
vec.x / size.x,
vec.y / size.y,
vec.z / size.z
);
}
void AddToBuffer(int index, int resolution, float2 cellOffset, float value, RWStructuredBuffer<float> buffer){
buffer[index] += value * (1 - cellOffset.x) * (1 - cellOffset.y);
buffer[index + 1] += value * cellOffset.x * (1 - cellOffset.y);
buffer[index + resolution] += value * (1 - cellOffset.x) * cellOffset.y;
buffer[index + resolution + 1] += value * cellOffset.x * cellOffset.y;
}
float3 CalculateNormal(uint2 pos, int resolution, float3 size, RWStructuredBuffer<float> buffer){
// Calculate multiplier direction
float multiplier = -1;
if(pos.x <= 0 || pos.y <= 0){ multiplier = 1; }
// Calculate left, right, up and down vertex positions
float3 c = float3(pos.x, 0, pos.y);
float3 l = float3(pos.x - 1, 0, pos.y);
float3 u = float3(pos.x, 0, pos.y - 1);
// Gather heights for left, right, up and down vertices
c.y = buffer[PosToIndex(uint2(c.xz), resolution)] * size.y;
l.y = buffer[PosToIndex(uint2(l.xz), resolution)] * size.y;
u.y = buffer[PosToIndex(uint2(u.xz), resolution)] * size.y;
// calculate normal direction
return Normalize3D(cross(l - c, u - c)) * multiplier;
}
float NormalisedSigmoid(float x, float k){
return (x - x * k) / (k - abs(x) * 2 * k + 1);
}
float3 CalculateGradientAndHeight (float2 pos, int resolution, RWStructuredBuffer<float> buffer) {
// Calculate coords
uint2 coord = uint2(
(int) pos.x,
(int) pos.y
);
// Calculate index
int index = PosToIndex(coord, resolution);
// Calculate droplet's offset inside the cell (0,0) = at NW node, (1,1) = at SE node
float x = pos.x - float(coord.x);
float y = pos.y - float(coord.y);
// Calculate heights of the four nodes of the droplet's cell
float heightNW = buffer[index];
float heightNE = buffer[index + 1];
float heightSW = buffer[index + HeightMapResolution];
float heightSE = buffer[index + HeightMapResolution + 1];
// Calculate droplet's direction of flow with bilinear interpolation of height difference along the edges
float gradientX = (heightNE - heightNW) * (1 - y) + (heightSE - heightSW) * y;
float gradientY = (heightSW - heightNW) * (1 - x) + (heightSE - heightNE) * x;
// Calculate height with bilinear interpolation of the heights of the nodes of the cell
float height = heightNW * (1 - x) * (1 - y) + heightNE * x * (1 - y) + heightSW * (1 - x) * y + heightSE * x * y;
return float3(gradientX,gradientY,height);
}
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// Licensed under the Non-Profit Open Software License version 3.0
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel PerlinNoise
#pragma kernel Clamp
#pragma kernel HydraulicErosion
#pragma kernel PseudoRandomNoise
#pragma kernel HeightMapToTexture
#pragma kernel Expand
#pragma kernel HeightContrast
#pragma kernel Terrace
// Declare global buffers
float BlendStrength;
// Texture buffer
RWTexture2D<float4> Texture;
// Height buffer
uint HeightMapResolution;
uint HeightMapLength;
RWStructuredBuffer<float> HeightBuffer;
// Global includes
#include "Utils/PRNG.hlsl"
#include "Utils/ClassicNoise2D.hlsl"
#include "Utils/WorldKitUtils.hlsl"
// Kernel includes
#include "Layers/PerlinNoise.hlsl"
#include "Layers/Clamp.hlsl"
#include "Layers/HydraulicErosion.hlsl"
#include "Layers/PseudoRandomNoise.hlsl"
#include "Layers/HeightMapToTexture.hlsl"
#include "Layers/Expand.hlsl"
#include "Layers/HeightContrast.hlsl"
#include "Layers/Terrace.hlsl"
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"Name": "Weak",
"Settings": {
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"Passes": 1,
"MaxLifetime": 80,
"Inertia": 0.136,
"StartSpeed": 2.0,
"StartWater": 1.0,
"SedimentCapacityFactor": 6.0,
"MinSedimentCapacity": 0.0,
"ErosionSpeed": 0.3,
"EvaporateSpeed": 0.059,
"DepositSpeed": 0.3,
"MacroDownscaleFactor": 1,
"DetailBlend": 0.5,
"SpikeSmoothIterations": 2,
"SpikeSmoothThreshold": 0.0001,
"SpikeSmoothStrength": 0.5
}
},
{
"Name": "Medium",
"Settings": {
"ParticleCount": 153600,
"Passes": 1,
"MaxLifetime": 120,
"Inertia": 0.03,
"StartSpeed": 2.0,
"StartWater": 1.0,
"SedimentCapacityFactor": 6.0,
"MinSedimentCapacity": 0.0,
"ErosionSpeed": 0.3,
"EvaporateSpeed": 0.02,
"DepositSpeed": 0.3,
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"SpikeSmoothThreshold": 0.0001,
"SpikeSmoothStrength": 0.5
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"MaxLifetime": 110,
"Inertia": 0.132,
"StartSpeed": 1.32,
"StartWater": 1.27,
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"HeightMultiplier": 0.65,
"LakeStrength": 0.15,
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},
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"Name": "Valleys with sharp mountains",
"FastNoise": {
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"FractalType_TA": 2,
"Frequency_TA": 0.004,
"Octaves_TA": 7,
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"WeightedStrength_TA": 0.239,
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