아래는 ShaderED에서 사용하기 위한 함수
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1f, 311.7f)), dot(p, float2(269.5f, 183.3f))))*43758.5453f);
}
float3 voronoiNoise(float2 uv, float scale, float2 resolution, float animateOffset)
{
float3 color;
float2 st = uv * (resolution.x/resolution.y) * scale;
float2 i_st = floor(st);
float2 f_st = frac(st);
float m_dist = 1;
for (int y=-1;y<=1;y++)
{
for(int x=-1;x<=1;x++)
{
float2 neighbor = float2(float(x),float(y));
// random position from current + neighbor
float2 p = random2(i_st + neighbor);
// animate point
p = .5f + .5f * sin(animateOffset + 6.2381f * p);
// vector between pixel and the pixel
float2 diff = neighbor + p - f_st;
float dist = length(diff);
m_dist = min(m_dist, dist);
}
}
// draw the min distance
color += m_dist;
// draw cell center
return color;
}
아래는 언리얼엔진에서 사용하기 위해 묶어놓은 코드다.
struct AnimateVoronoi
{
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1f, 311.7f)), dot(p, float2(269.5f, 183.3f))))*43758.5453f);
}
float3 voronoiNoise(float2 uv, float scale, float2 resolution, float animateOffset)
{
float3 color = float3(0,0,0);
float2 st = uv * (resolution.x/resolution.y) * scale;
float2 i_st = floor(st);
float2 f_st = frac(st);
float m_dist = 1;
for (int y=-1;y<=1;y++)
{
for(int x=-1;x<=1;x++)
{
float2 neighbor = float2(float(x),float(y));
// random position from current + neighbor
float2 p = random2(i_st + neighbor);
// animate point
p = .5f + .5f * sin(animateOffset + 6.2381f * p);
// vector between pixel and the pixel
float2 diff = neighbor + p - f_st;
float dist = length(diff);
m_dist = min(m_dist, dist);
}
}
// draw the min distance
color += m_dist;
// draw cell center
return color;
}
};
AnimateVoronoi voronoi;
return voronoi.voronoiNoise(uv, scale, resolution, animateOffset);
원본 출처 : https://thebookofshaders.com/12/