wip: Sand shader remive unused lines

This commit is contained in:
Alexandre Coirier
2026-06-10 00:42:20 +02:00
parent 934a587a69
commit 642f3ea8e7
@@ -14,24 +14,11 @@ void Sand_float
out float Alpha out float Alpha
) )
{ {
//float t = frac(_Time.y / 20);
float t = Progression; float t = Progression;
t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3; t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3;
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz); float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
//Light mainLight = GetMainLight(0);
//float3 mainLightDir = normalize(mainLight.direction);
//float lightGradient = dot(normalize(NormalWS), normalize(mainLightDir));
//lightGradient = smoothstep(-.5, 1, lightGradient);
//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
// Arks
/*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);*/
float arkMask = 0; float arkMask = 0;
// Sand // Sand
@@ -40,9 +27,6 @@ void Sand_float
float sandDirection = cos(t * sandLayers * 3.14); float sandDirection = cos(t * sandLayers * 3.14);
//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; 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; sandPatern += 1 - RidgedNoise3D(PositionWS + float3(0, 0, t * sandLayers * 2), .8, 2, 2, .5) * .2;
@@ -57,18 +41,6 @@ void Sand_float
float sandMask = sandFlow * 1.5 - t * .8 + (sandPatern * 2 - 1) * sandDensity * t * .3; float sandMask = sandFlow * 1.5 - t * .8 + (sandPatern * 2 - 1) * sandDensity * t * .3;
sandMask *= sandDensity * .7 + .3; sandMask *= sandDensity * .7 + .3;
// 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 // Output
Position = PositionWS; Position = PositionWS;
@@ -77,7 +49,6 @@ void Sand_float
Height = sandMask; Height = sandMask;
Alpha = smoothstep(1, .5, abs(smoothstep(-20, 20, PositionWS.x) * 2 - 1)); Alpha = smoothstep(1, .5, abs(smoothstep(-20, 20, PositionWS.x) * 2 - 1));
//Debug = sandFlow;
} }
#endif #endif