wip: HouseOfLeaves & BodiesInWater Blocking

This commit is contained in:
Alexandre Coirier
2026-05-20 21:39:54 +02:00
parent 85c17e49b5
commit 55e19eb959
32 changed files with 4125 additions and 326 deletions
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#ifndef WATER_INCLUDED
#define WATER_INCLUDED
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
void Water_float
(
float3 PositionWS,
float3 NormalWS,
out float3 Position,
out float Height
)
{
float t = _Time.y;
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
float height = PerlinNoise3D(PositionWS + float3(0, 0, t), .8) * .8;
height = dot(height, PerlinNoise3D(PositionWS + float3(t * .2, 0, t * .5), 1.7));
height = pow(height, .5);
// Test
//float test = ValueNoise3D(PositionWS, 40);
//float test = PerlinNoise3D(PositionWS, 40);
//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
//float test = SimplexNoise3D(PositionWS, 40);
//float test = WorleyNoise3D(PositionWS, 40, 1);
//float id;
//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
// Output
Position = PositionWS;
Position.y += height * .4f - .2;
Height = height;
}
#endif
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@@ -11,7 +11,7 @@ void Sand_float
float3 NormalWS,
out float3 Position,
out float Height,
out float Debug
out float Alpha
)
{
//float t = frac(_Time.y / 20);
@@ -52,6 +52,7 @@ void Sand_float
sandFlow = (sandFlow + floor(t * sandLayers)) / sandLayers;
float sandMask = sandFlow * 1.5 - t * .8 + (sandPatern * 2 - 1) * sandDensity * t * .3;
sandMask *= sandDensity * .7 + .3;
// Test
@@ -72,7 +73,7 @@ void Sand_float
Height = sandMask;
Debug = 1;
Alpha = smoothstep(1, .5, abs(smoothstep(-5, 5, PositionWS.x) * 2 - 1));
//Debug = sandFlow;
}
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