# Conflicts:
#	Assets/TextMesh Pro/Fonts/TMP_Assets/CourierPrime-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/CutiveMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/Inconsolata-VariableFont_wdth,wght SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/OxygenMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/ShareTechMono-Regular SDF.asset
#	Assets/TextMesh Pro/Fonts/TMP_Assets/SpecialElite-Regular SDF.asset
#	Assets/_Content/Prefabs/OctoPlayerFP.prefab
#	Packages/OctoCore/Runtime/Scripts/Components/OctoPlayer.cs
This commit is contained in:
Ferlat Thibaud
2026-06-03 13:52:36 +02:00
64 changed files with 6855 additions and 4698 deletions
@@ -117,7 +117,7 @@ Material:
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@@ -28,10 +28,11 @@ void Sand_float
// Arks
float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
/*float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
arkMask = pow(smoothstep(.7, 0, arkMask), 2);
arkMask += smoothstep(2.8, 3.2, abs(PositionWS.x));
arkMask = saturate(arkMask);
arkMask = saturate(arkMask);*/
float arkMask = 0;
// Sand
@@ -39,12 +40,14 @@ void Sand_float
float sandDirection = cos(t * sandLayers * 3.14);
float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
sandDensity = saturate(sandDensity + arkMask);
//float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
//sandDensity = saturate(sandDensity + arkMask);
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);
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float4 ColorB,
float DepthAtten,
float3 PositionWS,
float3 PositionOS,
float3 PivotWS,
@@ -28,7 +29,7 @@ void Fog_float
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float3 camPos = _WorldSpaceCameraPos.xyz;
float depth = distance(camPos, PositionWS);
float depthAtten = smoothstep(5, 30, depth);
float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten);
float t = _Time.y * .7;
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