This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Noise Functions

This documentation article contains information functions of the UUSL. This information can be used as the reference document for writing shaders.

To start using common UUSL functionality, include the core/materials/shaders/api/noise.h file.

UUSL
#include <core/materials/shaders/api/noise.h>

Noise Functions#

float4 blueNoise ( uint2 coord ) #

Returns blue noise based on the source coordinates using a 16x16 constant blue noise array.

Arguments

  • uint2 coord - Unnormalized coordinates.

Return value

Blue noise.

float4 blueNoise ( float2 coord ) #

Returns blue noise based on the source coordinates using a 16x16 constant blue noise array.

Arguments

  • float2 coord - Unnormalized coordinates.

Return value

Blue noise.

float4 blueNoiseTemporal ( uint2 coord, uint num_frame ) #

Returns blue noise based on source coordinates using a 16x16 constant blue noise array. You can specify the number of frames for the noise to change. It is a constant blue noise array with a frame-to-frame offset calculated using Golden Ratio.

Arguments

  • uint2 coord - Unnormalized coordinates.
  • uint num_frame - Number of frames for the noise to change.

Return value

Blue noise.

float4 blueNoiseTAA ( uint2 coord, uint num_frame ) #

Returns blue noise based on source coordinates using a 16x16 constant blue noise array. You can specify the number of frames for the noise to change. It is a constant blue noise array with a frame-to-frame offset calculated using Golden Ratio.

The TAA postfix means that noise pattern changes from frame to frame when TAA is enabled, and remains constant when TAA is disabled.

Arguments

  • uint2 coord - Unnormalized coordinates.
  • uint num_frame - Number of frames for the noise to change.

Return value

Blue noise.

float4 blueNoiseTAA ( float2 coord, uint num_frame ) #

Returns blue noise based on source coordinates using a 16x16 constant blue noise array. You can specify the number of frames for the noise to change. It is a constant blue noise array with a frame-to-frame offset calculated using Golden Ratio.

The TAA postfix means that noise pattern changes from frame to frame when TAA is enabled, and remains constant when TAA is disabled.

Arguments

  • float2 coord - Unnormalized coordinates.
  • uint num_frame - Number of frames for the noise to change.

Return value

Blue noise.

float4 blueNoiseTemporal ( float2 coord, uint num_frame ) #

Returns blue noise based on source coordinates using a 16x16 constant blue noise array. You can specify the number of frames for the noise to change. It is a constant blue noise array with a frame-to-frame offset calculated using Golden Ratio.

Arguments

  • float2 coord - Unnormalized coordinates.
  • uint num_frame - Number of frames for the noise to change.

Return value

Blue noise.

float bayerNoise ( uint2 coord ) #

Returns Bayer noise generated based on the source coordinates using a 4x4 constant Bayer pattern.

Arguments

  • uint2 coord - Unnormalized coordinates.

Return value

Bayer noise.

float bayerNoise ( float2 coord ) #

Returns Bayer noise generated based on the source coordinates using a 4x4 constant Bayer pattern.

Arguments

  • float2 coord - Unnormalized coordinates.

Return value

Bayer noise.

float2 vogelDisk ( uint i, uint count, float noise ) #

Returns a generated set of points with X and Y coordinates in the [-1; 1] range that describe a circle with uniform distribution of samples inside. This method is suitable for getting uniform distribution of coordinates for a circle. For example you can use it is a loop to generate UV coordinates offset for making the uniform circular blur effect. You can use the current loop iteration index as the i argument and the maximum number of iterations — as count.

Arguments

  • uint i - Index of the current point for the disk.
  • uint count - Number of points.
  • float noise - Normalized noise.

Return value

Set of points with X and Y coordinates in the [-1; 1] range that describe a circle with uniform distribution of samples inside.

float2 vogelDisk ( uint i, uint count ) #

Returns a generated set of points with X and Y coordinates in the [-1; 1] range that describe a circle with uniform distribution of samples inside. This method is suitable for getting uniform distribution of coordinates for a circle. For example you can use it is a loop to generate UV coordinates offset for making the uniform circular blur effect. You can use the current loop iteration index as the i argument and the maximum number of iterations — as count.

Arguments

  • uint i - Index of the current point for the disk.
  • uint count - Number of points.

Return value

Set of points with X and Y coordinates in the [-1; 1] range that describe a circle with uniform distribution of samples inside.
Last update: 2022-03-05
Build: ()