diff --git a/Source/Engine/Utilities/Noise.cpp b/Source/Engine/Utilities/Noise.cpp
index 93ed69d21..4b1de24f5 100644
--- a/Source/Engine/Utilities/Noise.cpp
+++ b/Source/Engine/Utilities/Noise.cpp
@@ -114,7 +114,7 @@ namespace
Float2 fade_xy = PerlinNoiseFade(Float2(Pf));
Float2 n_x = Float2::Lerp(Float2(n00, n01), Float2(n10, n11), fade_xy.X);
float n_xy = Math::Lerp(n_x.X, n_x.Y, fade_xy.Y);
- return Math::Saturate(2.3f * n_xy);
+ return Math::Saturate(n_xy * 2.136f + 0.5f); // Rescale to [0;1]
}
}
@@ -169,7 +169,7 @@ float Noise::SimplexNoise(const Float2& p)
float gx = a0.X * x0.X + h.X * x0.Y;
Float2 gyz = Float2(a0.Y, a0.Z) * Float2(x12.X, x12.Z) + Float2(h.Y, h.Z) * Float2(x12.Y, x12.W);
Float3 g(gx, gyz.X, gyz.Y);
- return Math::Saturate(130.0f * Float3::Dot(m, g));
+ return Math::Saturate(Float3::Dot(m, g) * 71.428f + 0.5f); // Rescale to [0;1]
}
Float2 Noise::WorleyNoise(const Float2& p)
diff --git a/Source/Engine/Utilities/PerlinNoise.cs b/Source/Engine/Utilities/PerlinNoise.cs
index 096e8c810..f932b8c90 100644
--- a/Source/Engine/Utilities/PerlinNoise.cs
+++ b/Source/Engine/Utilities/PerlinNoise.cs
@@ -58,15 +58,13 @@ namespace FlaxEngine.Utilities
/// The x coordinate.
/// The y coordinate.
/// The noise value.
- public float Sample(int x, int y)
+ public float Sample(float x, float y)
{
float noise = 0.0f;
-
if (NoiseScale > Mathf.Epsilon)
{
- x = Math.Abs(x);
- y = Math.Abs(y);
-
+ x = Mathf.Abs(x);
+ y = Mathf.Abs(y);
for (int octave = 0; octave < Octaves; octave++)
{
float octaveShift = 1 << octave;
@@ -74,7 +72,6 @@ namespace FlaxEngine.Utilities
noise += PerlinNoise2D(x * octaveScale, y * octaveScale) / octaveShift;
}
}
-
return Base + noise * NoiseAmount;
}
diff --git a/Source/Shaders/Noise.hlsl b/Source/Shaders/Noise.hlsl
index 514dc29c2..a421b2503 100644
--- a/Source/Shaders/Noise.hlsl
+++ b/Source/Shaders/Noise.hlsl
@@ -89,7 +89,6 @@ float3 rand3dTo3d(float3 value)
);
}
-
float PerlinNoiseImpl(float4 Pi, float4 Pf)
{
Pi = Mod289(Pi);
@@ -124,7 +123,7 @@ float PerlinNoiseImpl(float4 Pi, float4 Pf)
float2 fade_xy = PerlinNoiseFade(Pf.xy);
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
- return saturate(2.3 * n_xy);
+ return saturate(n_xy * 2.136f + 0.5f); // Rescale to [0;1]
}
// Classic Perlin noise
@@ -183,7 +182,7 @@ float SimplexNoise(float2 p)
float gx = a0.x * x0.x + h.x * x0.y;
float2 gyz = a0.yz * x12.xz + h.yz * x12.yw;
float3 g = float3(gx, gyz);
- return saturate(130.0f * dot(m, g));
+ return saturate(dot(m, g) * 71.428f + 0.5f); // Rescale to [0;1]
}
// Worley noise (cellar noise with standard 3x3 search window for F1 and F2 values)