public static CreatePerlinNoiseTurbulence ( float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed ) : |
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baseFrequencyX | float | |
baseFrequencyY | float | |
numOctaves | int | |
seed | float | |
Résultat |
public static void TurbulencePerlinNoiseShader(SKCanvas canvas, int width, int height) { canvas.Clear(SKColors.White); using (var shader = SKShader.CreatePerlinNoiseTurbulence(0.05f, 0.05f, 4, 0.0f)) using (var paint = new SKPaint()) { paint.Shader = shader; canvas.DrawPaint(paint); } }
public static void ComposeShader(SKCanvas canvas, int width, int height) { var colors = new [] { SKColors.Blue, SKColors.Yellow }; var center = new SKPoint(width / 2f, height / 2f); using (var shader1 = SKShader.CreateRadialGradient(center, 180.0f, colors, null, SKShaderTileMode.Clamp)) using (var shader2 = SKShader.CreatePerlinNoiseTurbulence(0.025f, 0.025f, 2, 0.0f)) using (var shader = SKShader.CreateCompose(shader1, shader2)) using (var paint = new SKPaint()) { paint.Shader = shader; canvas.DrawPaint(paint); } }