This commit is contained in:
Ferlat Thibaud
2026-06-12 17:55:35 +02:00
@@ -155,16 +155,27 @@ float BipyramidHatch(float3 PositionWS, float3 NormalWS, float Angle, float Scal
float SampleSceneDepthMeter(float2 UV) float SampleSceneDepthMeter(float2 UV)
{ {
float rawDepth = SampleSceneDepth(UV); float rawDepth = SampleSceneDepth(UV);
return (LinearEyeDepth(rawDepth, _ZBufferParams)); #if UNITY_REVERSED_Z
bool isSky = rawDepth <= 0.00001;
rawDepth = isSky ? 0.0 : rawDepth;
#else
bool isSky = rawDepth >= 0.99999;
rawDepth = isSky ? 1.0 : rawDepth;
#endif
float depthMeters = isSky
? _ProjectionParams.z
: LinearEyeDepth(rawDepth, _ZBufferParams);
return depthMeters;
} }
float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDir, float DepthMeters, float DepthAtten) float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDir, float DepthAtten)
{ {
// DEPTH OUTLINE // DEPTH OUTLINE
float2 o = Thickness * (1 - DepthAtten); float2 o = Thickness * (1 - DepthAtten);
float d0 = DepthMeters; float d0 = SampleSceneDepthMeter(UV);
float d1 = SampleSceneDepthMeter(UV + float2(-o.x,0)); float d1 = SampleSceneDepthMeter(UV + float2(-o.x,0));
float d2 = SampleSceneDepthMeter(UV + float2( o.x,0)); float d2 = SampleSceneDepthMeter(UV + float2( o.x,0));
float d3 = SampleSceneDepthMeter(UV + float2(0,-o.y)); float d3 = SampleSceneDepthMeter(UV + float2(0,-o.y));
@@ -186,7 +197,7 @@ float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDi
o *= .5; o *= .5;
float3 n0 = NormalWS; float3 n0 = normalize(SampleSceneNormals(UV));
float3 n1 = normalize(SampleSceneNormals(UV + float2(-o.x, 0))); float3 n1 = normalize(SampleSceneNormals(UV + float2(-o.x, 0)));
float3 n2 = normalize(SampleSceneNormals(UV + float2( o.x, 0))); float3 n2 = normalize(SampleSceneNormals(UV + float2( o.x, 0)));
float3 n3 = normalize(SampleSceneNormals(UV + float2(0, -o.y))); float3 n3 = normalize(SampleSceneNormals(UV + float2(0, -o.y)));
@@ -194,7 +205,7 @@ float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDi
float normalDiff = distance(n0, n1) + distance(n0, n2) + distance(n0, n3) + distance(n0, n4); float normalDiff = distance(n0, n1) + distance(n0, n2) + distance(n0, n3) + distance(n0, n4);
float normalOutline = smoothstep(0.6, 0.8, normalDiff) * smoothstep(10, 3, DepthMeters); float normalOutline = smoothstep(0.6, 0.8, normalDiff) * smoothstep(10, 3, d0);
return saturate(depthOutline + normalOutline * .8); return saturate(depthOutline + normalOutline * .8);
//return depthOutline; //return depthOutline;
@@ -210,10 +221,17 @@ void EnkiBillalFullscreen_float
float3 sceneColor = SampleSceneColor(UV); float3 sceneColor = SampleSceneColor(UV);
float rawDepth = SampleSceneDepth(UV); float rawDepth = SampleSceneDepth(UV);
float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams); #if UNITY_REVERSED_Z
//float depth01 = Linear01Depth(rawDepth, _ZBufferParams); bool isSky = rawDepth <= 0.00001;
rawDepth = isSky ? 0.0 : rawDepth;
#else
bool isSky = rawDepth >= 0.99999;
rawDepth = isSky ? 1.0 : rawDepth;
#endif
float depthMeters = isSky
? _ProjectionParams.z
: LinearEyeDepth(rawDepth, _ZBufferParams);
float depthForReconstruct = rawDepth; float depthForReconstruct = rawDepth;
#if !UNITY_REVERSED_Z #if !UNITY_REVERSED_Z
@@ -222,17 +240,22 @@ void EnkiBillalFullscreen_float
float3 positionWS = ComputeWorldSpacePosition(UV, depthForReconstruct, UNITY_MATRIX_I_VP); float3 positionWS = ComputeWorldSpacePosition(UV, depthForReconstruct, UNITY_MATRIX_I_VP);
float np1 = PerlinNoise3D(positionWS, 10) * 2 - 1; float noiseAtten = pow(smoothstep(1, 10, depthMeters), 2);
float2 uv1 = UV + np1 * lerp(.002, .004, pow(smoothstep(1, 20, depthMeters), 2));
float np1 = PerlinNoise3D(positionWS + floor(_Time.y * 8) * 3.7, 15) * 2 - 1;
float2 uv1 = UV + np1 * lerp(.001, .002, noiseAtten);
float3 normalWS = normalize(SampleSceneNormals(UV)); float3 normalWS = normalize(SampleSceneNormals(UV));
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - positionWS); float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - positionWS);
float np2 = RidgedNoise3D(positionWS + np1 * .2, 1, 2, 2, .5) * 1.4 - 1; float np2 = FBMNoise3D(positionWS + np1 * .05, .5, 1, 2, .5) * 2 - 1;
float2 uv2 = uv1 + np2 * lerp(0, .04, pow(smoothstep(1, 20, depthMeters), 2)); float2 uv2 = uv1 + np2 * .0;
float3 sceneColor2 = SampleSceneColor(uv2); float3 sceneColor2 = SampleSceneColor(uv2);
float np3 = PerlinNoise3D(positionWS + floor(_Time.y * 5) * 6.1, 1.5);
float2 uv3 = uv2 + np3 * lerp(.005, .008, noiseAtten);
// OUTLINE // OUTLINE
float outlineAtten = smoothstep(3, 30, depthMeters); float outlineAtten = smoothstep(3, 30, depthMeters);
@@ -248,15 +271,17 @@ void EnkiBillalFullscreen_float
float n1 = PerlinNoise3D(positionWS + i * 3.3 + n0, 1.7 + 1 * .2 + t); float n1 = PerlinNoise3D(positionWS + i * 3.3 + n0, 1.7 + 1 * .2 + t);
float2 thickness = lerp(0, 20, pow(n1, 2)); float2 thickness = lerp(0, 15 + i * 2, pow(n1, 2));
thickness = thickness * _ScreenParams.y / 1080 / _ScreenParams.xy; thickness = thickness * _ScreenParams.y / 1080 / _ScreenParams.xy;
float2 uv = UV; float2 uv = uv3;
if (i == 1)
uv = uv1;
outline += ComputeOutline(uv, thickness, normalWS, viewDir, depthMeters, outlineAtten); outline += ComputeOutline(uv, thickness, normalWS, viewDir, outlineAtten) * (i * .5 + 1);
} }
outline /= 2; outline /= 2.5;
// COLOR (WIP) // COLOR (WIP)
@@ -274,7 +299,7 @@ void EnkiBillalFullscreen_float
//c = greyscale; //c = greyscale;
/*float3 pWS = positionWS; //scaledPositionOS; /*float3 pWS = positionWS; //scaledPositionOS;
float n0 = PerlinNoise3D(pWS, 2); //float n0 = PerlinNoise3D(pWS, 2);
float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1); float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1);
float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06; float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
float grad = 0; float grad = 0;
@@ -298,7 +323,7 @@ void EnkiBillalFullscreen_float
// SHADOW // SHADOW
/*float sceneLuminance = dot(sceneColor, float3(.299, .587, .114)); float sceneLuminance = dot(sceneColor, float3(.299, .587, .114));
float hatchAtten = smoothstep(15, 1, depthMeters); float hatchAtten = smoothstep(15, 1, depthMeters);
@@ -306,8 +331,7 @@ void EnkiBillalFullscreen_float
float hatchWidth = lerp(.025, .18, hatchMask) * hatchAtten; float hatchWidth = lerp(.025, .18, hatchMask) * hatchAtten;
float hatchNoise = PerlinNoise3D(positionWS, .85); float hatchLayerMask = smoothstep(.35, .75, np3 + n0);
float hatchLayerMask = smoothstep(.35, .75, hatchNoise);
float hatch0 = BipyramidHatch(positionWS, normalWS, .35, 28, hatchWidth); float hatch0 = BipyramidHatch(positionWS, normalWS, .35, 28, hatchWidth);
float hatch1 = BipyramidHatch(positionWS + 13.7, normalWS, 1.75, 21, hatchWidth * .85); float hatch1 = BipyramidHatch(positionWS + 13.7, normalWS, 1.75, 21, hatchWidth * .85);
@@ -320,12 +344,12 @@ void EnkiBillalFullscreen_float
float hatches = saturate(hatchesA + hatchesB * hatchLayerMask * .55); float hatches = saturate(hatchesA + hatchesB * hatchLayerMask * .55);
c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3);*/ c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3);
// OUTPUT // OUTPUT
Output = c; Output = c;
Output = sceneColor; //Output = sceneColor;
//Output = hatchMask; //Output = hatchMask;
//Output = dot(normalWS, viewDir); //Output = dot(normalWS, viewDir);
} }