diff --git a/Assets/_Content/Shaders/Postprocess/Include/EnkiBillalFullscreen.hlsl b/Assets/_Content/Shaders/Postprocess/Include/EnkiBillalFullscreen.hlsl index 8abeae75..6e174253 100644 --- a/Assets/_Content/Shaders/Postprocess/Include/EnkiBillalFullscreen.hlsl +++ b/Assets/_Content/Shaders/Postprocess/Include/EnkiBillalFullscreen.hlsl @@ -267,9 +267,12 @@ void EnkiBillalFullscreen_float // DISTORTION float distortAtten = pow(smoothstep(5, 20, depthMeters), 2); - float nDistort = FBMNoise3D(positionWS * float3(1, 2, 1) - time * .1 - np0 * .5, 1.5, 1, 2, .5) * 2 - 1; - float2 uvDistort = uv0 + nDistort * .03; - float3 sceneColor2 = SampleSceneColor(uvDistort); + float nDistort0 = FBMNoise3D(positionWS * float3(1, 2.0, 1) - time * .1 - np0 * .5 + np3 * 3, 1.5, 1, 2, .5) * 2 - 1; + float nDistort1 = FBMNoise3D(positionWS * float3(1, 1.5, 1) - time * .1 - np0 * .5 + np4 * 3, 1.5, 1, 2, .5) * 2 - 1; + float2 uvDistort0 = uv0 + nDistort0 * .005; + float2 uvDistort1 = uv0 + nDistort1 * .015; + float3 sceneColor2 = SampleSceneColor(uvDistort0); + sceneColor2 = lerp(sceneColor2, SampleSceneColor(uvDistort1), .3); float3 cDistort = saturate(sceneColor2 - sceneColor) * distortAtten; // OUTLINE @@ -314,7 +317,7 @@ void EnkiBillalFullscreen_float //c = lerp(c, sceneColor2, (greyscale + smoothstep(5, 35, depthMeters) * .8) * .5); //c += sceneColor2 * greyscale * .5; c = lerp(c, outlineColor, outline); - c += cDistort * .5; + c += cDistort * 1; //c = ((c + 1) * (sceneColor2 + 0)); //c = smoothstep(-.1, 0, np2); //c = greyscale;