VolumetricFog 2.0
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65
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs
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65
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs
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using UnityEngine;
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[ExecuteAlways]
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public class FogNoiseGenerator : MonoBehaviour
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{
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public Material targetMaterial;
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public string propertyName = "_FogNoise";
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public int size = 64;
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public float scale = 0.05f;
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public int seed = 1337;
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void Start() { if (Application.isPlaying) Generate(); }
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[ContextMenu("Generate Noise")]
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public void Generate()
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{
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if (targetMaterial == null) { Debug.LogWarning("No target material set"); return; }
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var tex = CreatePerlin3D(size, scale, seed);
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tex.wrapMode = TextureWrapMode.Repeat;
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tex.filterMode = FilterMode.Trilinear;
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tex.Apply();
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targetMaterial.SetTexture(propertyName, tex);
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Debug.Log("Generated Texture3D and assigned to material");
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}
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static Texture3D CreatePerlin3D(int size, float scale, int seed)
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{
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var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
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var cols = new Color[size * size * size];
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var rng = new System.Random(seed);
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float ox = (float)rng.NextDouble() * 10000f, oy = (float)rng.NextDouble() * 10000f, oz = (float)rng.NextDouble() * 10000f;
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int idx = 0;
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for (int z = 0; z < size; z++)
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{
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float wz = (z + oz) * scale;
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for (int y = 0; y < size; y++)
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{
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float wy = (y + oy) * scale;
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for (int x = 0; x < size; x++)
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{
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float wx = (x + ox) * scale;
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float n = FractalPerlin(wx, wy, wz, 3);
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cols[idx++] = new Color(n, n, n, n);
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}
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}
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}
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tex.SetPixels(cols);
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return tex;
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}
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static float FractalPerlin(float x, float y, float z, int octaves)
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{
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float amp = 1f, freq = 1f, sum = 0f, max = 0f;
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for (int i = 0; i < octaves; i++)
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{
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sum += amp * Mathf.PerlinNoise(x * freq, y * freq);
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sum += amp * Mathf.PerlinNoise(y * freq, z * freq);
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sum += amp * Mathf.PerlinNoise(z * freq, x * freq);
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max += 3f * amp;
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amp *= 0.5f;
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freq *= 2f;
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}
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return Mathf.Clamp01(sum / max);
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}
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}
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