using UnityEngine; [AddComponentMenu("Modifiers/Warps/Noise")] public class MegaNoiseWarp : MegaWarp { public float Scale = 1f; public bool Fractal; public float Freq = 0.25f; public float Iterations = 6f; public bool Animate; public float Phase; public float Rough; public Vector3 Strength = new Vector3(0f, 0f, 0f); private MegaPerlin iperlin = MegaPerlin.Instance; private float time; private float scale; private float rt; private Vector3 d = default(Vector3); private Vector3 sp = Vector3.zero; public override string WarpName() { return "Noise"; } public override string GetIcon() { return "MegaNoise icon.png"; } public override string GetHelpURL() { return "?page_id=2576"; } public override Vector3 Map(int i, Vector3 p) { p = tm.MultiplyPoint3x4(p); Vector3 vector = p; float magnitude = p.magnitude; float num = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude)); sp.x = p.x * scale + 0.5f; sp.y = p.y * scale + 0.5f; sp.z = p.z * scale + 0.5f; if (Fractal) { d.x = iperlin.fBm1(sp.y, sp.z, time, rt, 2f, Iterations); d.y = iperlin.fBm1(sp.x, sp.z, time, rt, 2f, Iterations); d.z = iperlin.fBm1(sp.x, sp.y, time, rt, 2f, Iterations); } else { d.x = iperlin.Noise(sp.y, sp.z, time); d.y = iperlin.Noise(sp.x, sp.z, time); d.z = iperlin.Noise(sp.x, sp.y, time); } p.x += d.x * Strength.x; p.y += d.y * Strength.y; p.z += d.z * Strength.z; p.x = vector.x + (p.x - vector.x) * num; p.y = vector.y + (p.y - vector.y) * num; p.z = vector.z + (p.z - vector.z) * num; return invtm.MultiplyPoint3x4(p); } private void Update() { if (Animate) { Phase += Time.deltaTime * Freq; } time = Phase; } public override bool Prepare(float decay) { tm = base.transform.worldToLocalMatrix; invtm = tm.inverse; if (Scale == 0f) { scale = 1E-06f; } else { scale = 1f / Scale; } rt = 1f - Rough; totaldecay = Decay + decay; if (totaldecay < 0f) { totaldecay = 0f; } return true; } }