Merge branch 'main' of http://212.24.110.183:3000/IPSEITY/Unheimlich_POC
This commit is contained in:
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#ifndef FOG_INCLUDED
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#define FOG_INCLUDED
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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void Fog_float
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(
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float4 ColorA,
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float4 ColorB,
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float3 PositionWS,
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float3 PositionOS,
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float3 PivotWS,
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float3 Scale,
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out float3 Output,
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out float Alpha
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)
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{
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// Test
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//float test = ValueNoise3D(PositionWS, 40);
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//float test = PerlinNoise3D(PositionWS, 40);
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//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
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//float test = SimplexNoise3D(PositionWS, 40);
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//float test = WorleyNoise3D(PositionWS, 40, 1);
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//float id;
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//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
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//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
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//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
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float3 camPos = _WorldSpaceCameraPos.xyz;
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float depth = distance(camPos, PositionWS);
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float depthAtten = smoothstep(10, 100, depth);
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float mask = smoothstep(0, lerp(.3, .1, depthAtten), PositionOS.y) * pow(smoothstep(1, .5, PositionOS.y), 2);
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float t = _Time.y * .7;
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float s = lerp(Scale.x, 1, .3);
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float3 p = PositionWS;// - PivotWS;
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p += float3(t, t * .2, t);
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p += RidgedNoise3D(p - PivotWS * .9, .1, 3, 1.6, 1) * 3;
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float fog = FBMNoise3D((p - PivotWS * .5), 10 / s, 3, 1.5, .5);
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float4 col = lerp(ColorA, ColorB, saturate(RidgedNoise3D((p - PivotWS * .7) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1)));
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// Output
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Output = col.rgb;
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Alpha = lerp(fog, smoothstep(1, .5, PositionOS.y), depthAtten * mask) * lerp(.2, 1, smoothstep(0, 30, depth)) * mask * col.a;
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}
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#endif
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|
||||||
|
"m_ObjectId": "edda2fdb41e64d0d963b57e37eb02902",
|
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|
"m_Id": 14,
|
||||||
|
"m_DisplayName": "MaskID",
|
||||||
|
"m_SlotType": 0,
|
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|
"m_Hidden": false,
|
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|
"m_ShaderOutputName": "MaskID",
|
||||||
|
"m_StageCapability": 3,
|
||||||
|
"m_Value": 0.0,
|
||||||
|
"m_DefaultValue": 0.0,
|
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|
"m_Labels": [],
|
||||||
|
"m_LiteralMode": false
|
||||||
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
"m_SGVersion": 1,
|
"m_SGVersion": 1,
|
||||||
"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
|
"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
|
||||||
@@ -5072,34 +5153,10 @@
|
|||||||
"m_ColorMode": 0
|
"m_ColorMode": 0
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
|
||||||
"m_SGVersion": 0,
|
|
||||||
"m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot",
|
|
||||||
"m_ObjectId": "fb84ed33198947c792183c161d398299",
|
|
||||||
"m_Id": 0,
|
|
||||||
"m_DisplayName": "Position",
|
|
||||||
"m_SlotType": 0,
|
|
||||||
"m_Hidden": false,
|
|
||||||
"m_ShaderOutputName": "Position",
|
|
||||||
"m_StageCapability": 1,
|
|
||||||
"m_Value": {
|
|
||||||
"x": 0.0,
|
|
||||||
"y": 0.0,
|
|
||||||
"z": 0.0
|
|
||||||
},
|
|
||||||
"m_DefaultValue": {
|
|
||||||
"x": 0.0,
|
|
||||||
"y": 0.0,
|
|
||||||
"z": 0.0
|
|
||||||
},
|
|
||||||
"m_Labels": [],
|
|
||||||
"m_Space": 0
|
|
||||||
}
|
|
||||||
|
|
||||||
{
|
{
|
||||||
"m_SGVersion": 0,
|
"m_SGVersion": 0,
|
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"m_Type": "UnityEditor.ShaderGraph.Matrix4MaterialSlot",
|
"m_Type": "UnityEditor.ShaderGraph.Matrix4MaterialSlot",
|
||||||
"m_ObjectId": "fdc7026b3c2f43f9af9342c37132e6cc",
|
"m_ObjectId": "fafb345f71e44af2a725314204a0d6aa",
|
||||||
"m_Id": 13,
|
"m_Id": 13,
|
||||||
"m_DisplayName": "Mask0",
|
"m_DisplayName": "Mask0",
|
||||||
"m_SlotType": 0,
|
"m_SlotType": 0,
|
||||||
@@ -5144,6 +5201,30 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
"m_SGVersion": 0,
|
||||||
|
"m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot",
|
||||||
|
"m_ObjectId": "fb84ed33198947c792183c161d398299",
|
||||||
|
"m_Id": 0,
|
||||||
|
"m_DisplayName": "Position",
|
||||||
|
"m_SlotType": 0,
|
||||||
|
"m_Hidden": false,
|
||||||
|
"m_ShaderOutputName": "Position",
|
||||||
|
"m_StageCapability": 1,
|
||||||
|
"m_Value": {
|
||||||
|
"x": 0.0,
|
||||||
|
"y": 0.0,
|
||||||
|
"z": 0.0
|
||||||
|
},
|
||||||
|
"m_DefaultValue": {
|
||||||
|
"x": 0.0,
|
||||||
|
"y": 0.0,
|
||||||
|
"z": 0.0
|
||||||
|
},
|
||||||
|
"m_Labels": [],
|
||||||
|
"m_Space": 0
|
||||||
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
"m_SGVersion": 0,
|
"m_SGVersion": 0,
|
||||||
"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
|
"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
|
||||||
|
|||||||
@@ -220,80 +220,6 @@ float WorldDistort(float3 PositionWS, float3 NormalWS, float Angle, float Tripla
|
|||||||
return stripes;
|
return stripes;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float ProjectionMask(
|
|
||||||
float3 PositionWS,
|
|
||||||
float3 CamPositionWS,
|
|
||||||
float3 RectPositionWS,
|
|
||||||
float3 RectNormalWS,
|
|
||||||
float3 RectUpWS,
|
|
||||||
float2 RectSize,
|
|
||||||
float Oval)
|
|
||||||
{
|
|
||||||
// Build the rectangle local frame
|
|
||||||
float3 N = normalize(RectNormalWS);
|
|
||||||
float3 U = normalize(RectUpWS);
|
|
||||||
float3 R = normalize(cross(N, U)); // Right axis
|
|
||||||
U = normalize(cross(R, N)); // Recompute Up orthogonally in case RectUpWS is not perfectly perpendicular to RectNormalWS
|
|
||||||
|
|
||||||
// Ray from camera toward the fragment
|
|
||||||
float3 rayDir = normalize(PositionWS - CamPositionWS);
|
|
||||||
|
|
||||||
// Ray-plane intersection
|
|
||||||
// Plane equation: dot(P - RectPositionWS, N) = 0
|
|
||||||
float denom = dot(rayDir, N);
|
|
||||||
|
|
||||||
// Ray is parallel to the plane or facing away — no hit
|
|
||||||
if (abs(denom) < 1e-6)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
float t = dot(RectPositionWS - CamPositionWS, N) / denom;
|
|
||||||
|
|
||||||
// Intersection must be in front of the camera (t > 0)
|
|
||||||
// and not beyond the fragment (t <= distance from camera to fragment)
|
|
||||||
float tFrag = dot(PositionWS - CamPositionWS, rayDir);
|
|
||||||
if (t < 0.0 || t > tFrag + 1e-4)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
// Compute the hit point on the plane
|
|
||||||
float3 hitPoint = CamPositionWS + rayDir * t;
|
|
||||||
|
|
||||||
// Project hit point into the rectangle local space
|
|
||||||
float3 localVec = hitPoint - RectPositionWS;
|
|
||||||
float localU = dot(localVec, R); // horizontal axis
|
|
||||||
float localV = dot(localVec, U); // vertical axis
|
|
||||||
|
|
||||||
float halfW = RectSize.x * 0.5;
|
|
||||||
float halfH = RectSize.y * 0.5;
|
|
||||||
|
|
||||||
// Corner radius: 0 = rectangle, min(halfW, halfH) = oval
|
|
||||||
float radius = saturate(Oval) * min(halfW, halfH);
|
|
||||||
|
|
||||||
// Rounded rectangle SDF
|
|
||||||
float2 uv = float2(localU, localV);
|
|
||||||
float2 ext = float2(halfW, halfH);
|
|
||||||
float2 q = abs(uv) - ext + radius;
|
|
||||||
float sdf = length(max(q, 0.0)) - radius;
|
|
||||||
|
|
||||||
return sdf <= 0.0 ? 1.0 : 0.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
float SampleProjectionMask(float3 PositionWS, float4x4 M)
|
|
||||||
{
|
|
||||||
if (M[0].w == 0)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
return ProjectionMask(
|
|
||||||
PositionWS,
|
|
||||||
M[0].xyz, // CamPositionWS
|
|
||||||
M[1].xyz, // RectPositionWS
|
|
||||||
M[3].xyz, // RectNormalWS
|
|
||||||
M[2].xyz, // RectUpWS
|
|
||||||
float2(M[2].w, M[3].w), // RectSize
|
|
||||||
M[1].w // Shape
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EnkiBillal_float
|
void EnkiBillal_float
|
||||||
(
|
(
|
||||||
float4 Color,
|
float4 Color,
|
||||||
@@ -308,12 +234,7 @@ void EnkiBillal_float
|
|||||||
float StripesWidth,
|
float StripesWidth,
|
||||||
float StripesSmooth,
|
float StripesSmooth,
|
||||||
int Step,
|
int Step,
|
||||||
float MaskID,
|
out float3 Output
|
||||||
float4x4 Mask0,
|
|
||||||
float4x4 Mask1,
|
|
||||||
float4x4 Mask2,
|
|
||||||
out float3 Output,
|
|
||||||
out float Alpha
|
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
float3 scaledPositionOS = PositionOS * ObjectScale;
|
float3 scaledPositionOS = PositionOS * ObjectScale;
|
||||||
@@ -384,38 +305,6 @@ void EnkiBillal_float
|
|||||||
|
|
||||||
//Output = PerlinColor3D(PositionWS, 5);
|
//Output = PerlinColor3D(PositionWS, 5);
|
||||||
//Output = smoothstep(.97, .93, ao);
|
//Output = smoothstep(.97, .93, ao);
|
||||||
|
|
||||||
// Mask
|
|
||||||
|
|
||||||
if (Mask2[0].w == 1)
|
|
||||||
{
|
|
||||||
float mask = SampleProjectionMask(PositionWS, Mask2);
|
|
||||||
|
|
||||||
Alpha = (MaskID <= 1) ? 1 - mask : mask;
|
|
||||||
}
|
|
||||||
else if (MaskID == 0)
|
|
||||||
{
|
|
||||||
Alpha = 1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
|
|
||||||
|
|
||||||
if (Active > 0)
|
|
||||||
{
|
|
||||||
float mask = saturate(
|
|
||||||
SampleProjectionMask(PositionWS, Mask0) +
|
|
||||||
SampleProjectionMask(PositionWS, Mask1) // +
|
|
||||||
//SampleProjectionMask(PositionWS, Mask2)
|
|
||||||
);
|
|
||||||
|
|
||||||
Alpha = (MaskID == 1) ? 1 - mask : mask;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Alpha = (MaskID == 1) ? 0 : 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -0,0 +1,120 @@
|
|||||||
|
#ifndef MASK_INCLUDED
|
||||||
|
#define MASK_INCLUDED
|
||||||
|
|
||||||
|
float ProjectionMask(
|
||||||
|
float3 PositionWS,
|
||||||
|
float3 CamPositionWS,
|
||||||
|
float3 RectPositionWS,
|
||||||
|
float3 RectNormalWS,
|
||||||
|
float3 RectUpWS,
|
||||||
|
float2 RectSize,
|
||||||
|
float Oval)
|
||||||
|
{
|
||||||
|
// Build the rectangle local frame
|
||||||
|
float3 N = normalize(RectNormalWS);
|
||||||
|
float3 U = normalize(RectUpWS);
|
||||||
|
float3 R = normalize(cross(N, U)); // Right axis
|
||||||
|
U = normalize(cross(R, N)); // Recompute Up orthogonally in case RectUpWS is not perfectly perpendicular to RectNormalWS
|
||||||
|
|
||||||
|
// Ray from camera toward the fragment
|
||||||
|
float3 rayDir = normalize(PositionWS - CamPositionWS);
|
||||||
|
|
||||||
|
// Ray-plane intersection
|
||||||
|
// Plane equation: dot(P - RectPositionWS, N) = 0
|
||||||
|
float denom = dot(rayDir, N);
|
||||||
|
|
||||||
|
// Ray is parallel to the plane or facing away — no hit
|
||||||
|
if (abs(denom) < 1e-6)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
float t = dot(RectPositionWS - CamPositionWS, N) / denom;
|
||||||
|
|
||||||
|
// Intersection must be in front of the camera (t > 0)
|
||||||
|
// and not beyond the fragment (t <= distance from camera to fragment)
|
||||||
|
float tFrag = dot(PositionWS - CamPositionWS, rayDir);
|
||||||
|
if (t < 0.0 || t > tFrag + 1e-4)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// Compute the hit point on the plane
|
||||||
|
float3 hitPoint = CamPositionWS + rayDir * t;
|
||||||
|
|
||||||
|
// Project hit point into the rectangle local space
|
||||||
|
float3 localVec = hitPoint - RectPositionWS;
|
||||||
|
float localU = dot(localVec, R); // horizontal axis
|
||||||
|
float localV = dot(localVec, U); // vertical axis
|
||||||
|
|
||||||
|
float halfW = RectSize.x * 0.5;
|
||||||
|
float halfH = RectSize.y * 0.5;
|
||||||
|
|
||||||
|
// Corner radius: 0 = rectangle, min(halfW, halfH) = oval
|
||||||
|
float radius = saturate(Oval) * min(halfW, halfH);
|
||||||
|
|
||||||
|
// Rounded rectangle SDF
|
||||||
|
float2 uv = float2(localU, localV);
|
||||||
|
float2 ext = float2(halfW, halfH);
|
||||||
|
float2 q = abs(uv) - ext + radius;
|
||||||
|
float sdf = length(max(q, 0.0)) - radius;
|
||||||
|
|
||||||
|
return sdf <= 0.0 ? 1.0 : 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SampleProjectionMask(float3 PositionWS, float4x4 M)
|
||||||
|
{
|
||||||
|
if (M[0].w == 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
return ProjectionMask(
|
||||||
|
PositionWS,
|
||||||
|
M[0].xyz, // CamPositionWS
|
||||||
|
M[1].xyz, // RectPositionWS
|
||||||
|
M[3].xyz, // RectNormalWS
|
||||||
|
M[2].xyz, // RectUpWS
|
||||||
|
float2(M[2].w, M[3].w), // RectSize
|
||||||
|
M[1].w // Shape
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mask_float
|
||||||
|
(
|
||||||
|
float3 PositionWS,
|
||||||
|
float MaskID,
|
||||||
|
float4x4 Mask0,
|
||||||
|
float4x4 Mask1,
|
||||||
|
float4x4 Mask2,
|
||||||
|
out float Alpha
|
||||||
|
)
|
||||||
|
{
|
||||||
|
Alpha = 1;
|
||||||
|
|
||||||
|
if (Mask2[0].w == 1)
|
||||||
|
{
|
||||||
|
float mask = SampleProjectionMask(PositionWS, Mask2);
|
||||||
|
|
||||||
|
Alpha = (MaskID <= 1) ? 1 - mask : mask;
|
||||||
|
}
|
||||||
|
else if (MaskID == 0)
|
||||||
|
{
|
||||||
|
Alpha = 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
|
||||||
|
|
||||||
|
if (Active > 0)
|
||||||
|
{
|
||||||
|
float mask = saturate(
|
||||||
|
SampleProjectionMask(PositionWS, Mask0) +
|
||||||
|
SampleProjectionMask(PositionWS, Mask1) // +
|
||||||
|
//SampleProjectionMask(PositionWS, Mask2)
|
||||||
|
);
|
||||||
|
|
||||||
|
Alpha = (MaskID == 1) ? 1 - mask : mask;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Alpha = (MaskID == 1) ? 0 : 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2f64e213049952b44ac4bed6f62cafda
|
||||||
|
ShaderIncludeImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user