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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

Gyroid noise node added

This commit is contained in:
Digvijaysinh Gohil 2024-03-26 10:20:51 +05:30
parent 4686b20c51
commit a7467b8bfd
4 changed files with 105 additions and 0 deletions

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@tool
class_name VisualShaderNodeProceduralGyroidNoise extends VisualShaderNodeCustom
func _init() -> void:
output_port_for_preview = 0
func _get_name() -> String:
return "GyroidNoise"
func _get_category() -> String:
return "Procedural/Noise"
func _get_description() -> String:
return "Generates a gyroid noise based on input UV."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 5
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "scale"
2:
return "ratio"
3:
return "height"
_:
return "thickness"
func _get_input_port_type(port: int) -> PortType:
match port:
0, 2:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return 2.0
2:
return Vector2(1, 1)
3:
return 0.5
4:
return 0.0
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "output"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("GyroidNoise.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var scale: String = input_vars[1]
var ratio: String = input_vars[2]
var height: String = input_vars[3]
var thickness: String = input_vars[4]
return output_vars[0] + " = gyroid_noise(%s, %s, %s, %s, %s);" % [uv, scale, ratio, height, thickness]

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float gyroid_noise(vec2 uv, float scale, vec2 ratio, float height, float thickness) {
scale *= 10.;
thickness = clamp(thickness, 0., 1.);
vec3 vector = vec3(uv, height);
vector *= scale;
return abs(dot(sin(vector * ratio.x), cos(vector.zxy * ratio.y))) - thickness;
}

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@ -59,6 +59,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
<h3>&emsp;Noise</h3>
<h4><a href="/documentation/Nodes/Procedural/Noise/GradientNoise.md">&emsp;&emsp;Gradient Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/GyroidNoise.md">&emsp;&emsp;Gyroid Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md">&emsp;&emsp;Pseudo Random Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/SimpleNoise.md">&emsp;&emsp;Simple Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/Voronoi.md">&emsp;&emsp;Voronoi node</a></h4>

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# Gyroid Noise node
Generates a gyroid noise based on input UV. The resulting <b><i>output</i></b> values will be between 0 and 1.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|scale|float|none|Noise scale|
|ratio|vec2|none|Noise ratio for X and Y Axes|
|height|vec2|none|Noise height|
|thickness|vec2|none|Noise thickness|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output noise value|
___