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1.5 KiB
1.5 KiB
Voronoi node
Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by angle offset, a cluster of cells can be generated.
Controls
Name | Options | Description |
---|---|---|
Distance | Euclidean, Manhattan, Chebyshev | Distance matrix used to calculate the noise |
Inputs
Name | Type | Binding | Description |
---|---|---|---|
uv | vec2 | UV | Input UV value |
cell density | float | none | Density of generated cells |
angle offset | float | none | Offset values for points |
chebyshev power | float | none | Power values for Chebyshev distance matrix |
Outputs
Name | Type | Binding | Description |
---|---|---|---|
output | float | None | Output noise value |
cells | float | None | Raw cell data |
ShaderInc location
res://addons/ShaderLib/Procedural/Procedural.gdshaderinc
Method signature
void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)
Parameters
Name | Type | Description |
---|---|---|
uv | vec2 | Input UV value |
cell_density | float | Density of generated cells |
angle_offset | float | Offset values for points |
distance_index | int | Distance matrix to use for Voronoi, 0 = Euclidean, 1 = Manhattan, 2 = Chebyshev |
chebyshev_power | float | Power for Chebyshev distance |
output | out float | Output noise value |
cells | out float | Output raw cell data |