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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.VFX.Operator
{
abstract class NoiseBase : VFXOperator
{
public class InputProperties1D
{
[Tooltip("Sets the coordinate in the noise field to take the sample from.")]
public float coordinate = 0.0f;
}
public class InputProperties2D
{
[Tooltip("Sets the coordinate in the noise field to take the sample from.")]
public Vector2 coordinate = Vector2.zero;
}
public class InputProperties3D
{
[Tooltip("Sets the coordinate in the noise field to take the sample from.")]
public Vector3 coordinate = Vector3.zero;
}
public class InputPropertiesCommon
{
[Tooltip("Sets the period in which the noise is sampled. Higher frequencies result in more frequent noise change.")]
public float frequency = 1.0f;
[Range(1, 8), Tooltip("Sets the number of layers of noise. More octaves create a more varied look, but are also more expensive to calculate.")]
public int octaves = 1;
[Range(0, 1), Tooltip("Sets the scaling factor applied to each octave (also known as persistence.) ")]
public float roughness = 0.5f;
[Min(0), Tooltip("Sets the rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency. Higher values result in more details, and values below 1 produce less details.")]
public float lacunarity = 2.0f;
}
public enum NoiseType
{
Value,
Perlin,
Cellular
}
[VFXSetting, Tooltip("Specifies the algorithm used to generate the noise field.")]
public NoiseType type = NoiseType.Perlin;
}
}