wip: HouseOfLeaves lookdev

This commit is contained in:
Alexandre Coirier
2026-06-10 00:38:26 +02:00
parent 53c07af7a7
commit 13b5909faa
9 changed files with 3174 additions and 425 deletions
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#ifndef HOUSE_OF_LEAVES_INCLUDED
#define HOUSE_OF_LEAVES_INCLUDED
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
float Hash(float n)
{
return frac(sin(n * 127.1) * 43758.5453123);
}
float3 ColorRemapRandom
(
float rnd,
float3 ColorA,
float3 ColorB,
float3 ColorC,
float3 ColorD,
float3 ColorE,
float wA,
float wB,
float wC,
float wD
)
{
if (rnd < wA)
return ColorA;
if (rnd < wA + wB)
return ColorB;
if (rnd < wA + wB + wC)
return ColorC;
if (rnd < wA + wB + wC + wD)
return ColorD;
return ColorE;
}
float3 ColorRemapLinear
(
float Gradient,
float3 ColorA,
float3 ColorB,
float3 ColorC,
float3 ColorD,
float3 ColorE
)
{
float3 col = ColorA;
col = lerp(col, ColorB, smoothstep(0.0, .25, Gradient));
col = lerp(col, ColorC, smoothstep(.25, .50, Gradient));
col = lerp(col, ColorD, smoothstep(.50, .75, Gradient));
col = lerp(col, ColorE, smoothstep(.75, 1.0, Gradient));
return col;
}
void Sand_float
(
float4 ColorA,
float4 ColorB,
float4 ColorC,
float4 ColorD,
float4 ColorE,
float Progression,
float3 PositionWS,
float3 NormalWS,
out float3 Color,
out float3 Position,
out float Height,
out float Alpha
)
{
float t = Progression;
t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3;
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
float arkMask = 0;
// Sand
float sandLayers = 6;
float sandDirection = cos(t * sandLayers * 3.14);
float sandPatern = RidgedNoise3D(PositionWS + float3(sandDirection, 0, 0), .6, 1, 2, .5) * .8;
sandPatern += 1 - RidgedNoise3D(PositionWS + float3(0, 0, t * sandLayers * 2), .8, 2, 2, .5) * .2;
float sandDensity = sqrt(smoothstep(0, 2, abs(PositionWS.x) + sandPatern));
float sandGradientSign = (floor(t * sandLayers) % 2 == 0) ? 1 : -1;
float sandGradient = smoothstep(2 * -sandGradientSign, 2 * sandGradientSign, PositionWS.x);
float sandPhase = frac(t * sandLayers);
float sandFlow = smoothstep(sandPhase * 2, sandPhase * 2 - 1, sandGradient);
sandFlow = (sandFlow + floor(t * sandLayers)) / sandLayers;
float sandMask = sandFlow * 1.5 - t * .8 + (sandPatern * 2 - 1) * sandDensity * t * .3;
sandMask *= sandDensity * .7 + .3;
// Output
Color = ColorRemapLinear(saturate(pow(smoothstep(5, 30, depth * sandPatern), .5)), ColorA, ColorB, ColorC, ColorD, ColorE);
Position = PositionWS;
Position.y += sandMask;
Height = sandMask;
Alpha = smoothstep(1, .5, abs(smoothstep(-20, 20, PositionWS.x) * 2 - 1));
}
void HouseOfLeaves_float
(
float4 ColorA,
float4 ColorB,
float4 ColorC,
float4 ColorD,
float4 ColorE,
float3 PositionWS,
float3 NormalWS,
out float3 Output
)
{
float n0 = FBMNoise3D(PositionWS, 01, 2, 2, .5);
float n1 = FBMNoise3D(PositionWS * float3(1, 1, .5) + n0 + float3(floor(_Time.y * 1.6), 0, 0), 60, 2, 2, .5);
float n2 = PerlinNoise3D(PositionWS * float3(1, 1, 30) + float3(floor(_Time.y * 4), 0, 0), 1);
float n3 = RidgedNoise3D(PositionWS * float3(n0, n1, n2 + 4) + float3(floor(_Time.y * 1), 0, 0), .3, 2, 2, 1);
float depth = distance(_WorldSpaceCameraPos.xyz, PositionWS);
float gradient = smoothstep(-30, 100, PositionWS.z);
gradient += ((n1 * 2 - 1) * step(n0, .5)) * .001;
gradient += n2 * .006;
gradient -= NormalWS.y * .001;
float t = 0;
float bands = 300 + t;
float bandPos = gradient * bands;
float bandIndex = floor(bandPos);
float bandFrac = frac(bandPos);
float wA = pow(1.0 - gradient, 4.0);
float wB = pow(1.0 - abs(gradient - .25) * 2.0, 2.0);
float wC = pow(1.0 - abs(gradient - .50) * 2.0, 2.0);
float wD = pow(1.0 - abs(gradient - .75) * 2.0, 2.0);
float wE = .1 + pow(gradient, 4.0);
float total = wA + wB + wC + wD + wE;
wA /= total;
wB /= total;
wC /= total;
wD /= total;
wE /= total;
float rnd0 = Hash(bandIndex);
float3 col0 = ColorRemapRandom(
rnd0,
ColorA.rgb,
ColorB.rgb,
ColorC.rgb,
ColorD.rgb,
ColorE.rgb,
wA, wB, wC, wD
);
float depthAtten = smoothstep(50, 100, depth);
float3 col = lerp(col0, _ColorB, n0 - n1);
col = lerp(col, _ColorA, smoothstep(.8 - gradient, .7 - gradient, n3) * .8);
col = lerp(col, _ColorE, pow(depthAtten, 2));
col = lerp(col, _ColorA, pow(smoothstep(.2 + n2 * 4, 0, PositionWS.y), 2) * (1 - depthAtten) * .95);
col = lerp(col, _ColorA * .1, smoothstep(0, -30, PositionWS.z));
float blendWidth = .05;
float blend = smoothstep(
1.0 - blendWidth,
1.0,
bandFrac
);
Output = col;
}
#endif
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