feat: Main shader LOD detail map
This commit is contained in:
@@ -84,8 +84,11 @@ Material:
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@@ -114,6 +117,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 0.754717, g: 0.754717, b: 0.754717, a: 1}
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- _Color: {r: 0.8588235, g: 0.8588235, b: 0.8588235, a: 1}
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- _HighlightColor: {r: 2.118547, g: 2.118547, b: 2.118547, a: 1}
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@@ -73,6 +73,9 @@ Material:
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- _GrainSize: 0.4
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- _GrainStrength: 0.2
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- _HighlightMax: 1
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@@ -97,6 +100,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.8588235, g: 0.8588235, b: 0.8588235, a: 1}
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- _FogColor: {r: 1, g: 1, b: 1, a: 0}
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- _GrainColor: {r: 1, g: 1, b: 1, a: 0.09803922}
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- _HighlightColor: {r: 2.118547, g: 2.118547, b: 2.118547, a: 1}
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- _ShadowColor: {r: 0.14117646, g: 0.16862747, b: 0.16470587, a: 1}
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@@ -73,6 +73,9 @@ Material:
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- _ClipDistance: 0
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- _FogMax: 15
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- _GrainSize: 0.4
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- _GrainStrength: 0.2
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- _HighlightMax: 1
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@@ -97,6 +100,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.8588235, g: 0.8588235, b: 0.8588235, a: 1}
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- _FogColor: {r: 1, g: 1, b: 1, a: 0}
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- _GrainColor: {r: 1, g: 1, b: 1, a: 0.09803922}
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- _HighlightColor: {r: 2.118547, g: 2.118547, b: 2.118547, a: 1}
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- _ShadowColor: {r: 0.14117646, g: 0.16862747, b: 0.16470587, a: 1}
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@@ -40,6 +40,10 @@ Material:
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m_Texture: {fileID: 2800000, guid: 2da59fbd756c92a4bb2018abf06c4e07, type: 3}
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@@ -102,6 +106,7 @@ Material:
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- _Cutoff: 0.5
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@@ -116,6 +121,7 @@ Material:
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@@ -110,9 +114,12 @@ Material:
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@@ -124,6 +131,7 @@ Material:
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@@ -141,6 +149,7 @@ Material:
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@@ -151,6 +160,7 @@ Material:
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- _EmissionColor: {r: 256, g: 256, b: 256, a: 1}
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- _Emission_intensity: {r: 128, g: 128, b: 128, a: 1}
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- _Emissive_intensity: {r: 16, g: 16, b: 16, a: 1}
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- _FogColor: {r: 1.8679246, g: 0.62325984, b: 0.25551805, a: 0.5686275}
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- _GrainColor: {r: 1, g: 1, b: 1, a: 0.09803922}
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@@ -55,7 +55,7 @@ Material:
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m_Colors:
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- _ColorA: {r: 1.244819, g: 0.500609, b: 0.2289997, a: 1}
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- _ColorA: {r: 1.4980392, g: 0.6024425, b: 0.27558267, a: 1}
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- _ColorB: {r: 0.7924528, g: 0.2773978, b: 0.09344961, a: 1}
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@@ -28,25 +28,30 @@ void Fog_float
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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 depthAtten = smoothstep(5, 30, 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 noise = RidgedNoise3D(p - PivotWS * .9, .1, 5, 1.6, 1);
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p += noise * 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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float4 col = lerp(ColorA, ColorB, saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1)));
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float mask = smoothstep(0, lerp(.3, .1, depthAtten), PositionOS.y) * pow(smoothstep(1, .5, PositionOS.y - .15 + noise * .3), 2);
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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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Alpha = lerp(fog, smoothstep(1, .5, PositionOS.y), depthAtten * mask) * lerp(.2, 1, smoothstep(0, 15, depth)) * mask * col.a;
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}
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#endif
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File diff suppressed because it is too large
Load Diff
@@ -33,7 +33,6 @@ float3 GetScale(float3 PivotWS)
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float GetShadow(float3 PositionWS)
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{
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float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
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Light mainLight = GetMainLight(shadowCoord);
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float shadow = 1 - mainLight.shadowAttenuation;
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@@ -52,6 +51,31 @@ float GetShadow(float3 PositionWS)
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return saturate(shadow);
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}
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void GetDetailLOD
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(
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float Depth,
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float DetailSize,
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float LODJitter,
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out float DetailSizeA,
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out float DetailSizeB,
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out float LODBlend
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)
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{
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const float lodRatio = 4;
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const float lodSize = DetailSize / lodRatio * 2;
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float dist = max(Depth, 1e-5);
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float lod = log(dist) / log(lodRatio) + LODJitter; // log2(dist);
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|
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float lodFloor = floor(lod);
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float lodFrac = lod - lodFloor;
|
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|
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LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac);
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|
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DetailSizeA = lodSize * pow(lodRatio, lodFloor);
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DetailSizeB = lodSize * pow(lodRatio, lodFloor + 1);
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}
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float4 SampleBombedTexture
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(
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UnityTexture2D Tex,
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@@ -116,7 +140,7 @@ ProjectionData GetProjections
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(
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float3 PositionOS,
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float3 NormalOS,
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float Blend
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float ProjectionBlend
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)
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{
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ProjectionData data;
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@@ -134,7 +158,7 @@ ProjectionData GetProjections
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float3(0, 0, 1)
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};
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|
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float sharpness = lerp(2, 32, saturate(Blend));
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float sharpness = lerp(2, 32, saturate(ProjectionBlend));
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float maskSum = 0;
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@@ -171,6 +195,69 @@ ProjectionData GetProjections
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return data;
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}
|
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float4 SampleProjectedDetailLOD
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(
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UnityTexture2D DetailTex,
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float3 PositionOS,
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float3 NormalOS,
|
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float ProjectionBlend,
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float DetailSize,
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float Depth
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)
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{
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const float lodJitterStrength = .8;
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const float lodJitterSize = 1.5;
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|
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float4 detail = 0;
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float totalMask = 0;
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|
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ProjectionData projections = GetProjections
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(
|
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PositionOS,
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NormalOS,
|
||||
ProjectionBlend
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);
|
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|
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[unroll]
|
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for (int i = 0; i < 7; i++)
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{
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float mask = projections.mask[i];
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|
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float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength;
|
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|
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float detailSizeA;
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float detailSizeB;
|
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float lodBlend;
|
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|
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GetDetailLOD
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(
|
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Depth,
|
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DetailSize,
|
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lodJitter,
|
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detailSizeA,
|
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detailSizeB,
|
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lodBlend
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);
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|
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float4 detailA = SampleBombedTexture
|
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(
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DetailTex,
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projections.uv[i] / detailSizeA
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);
|
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|
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float4 detailB = SampleBombedTexture
|
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(
|
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DetailTex,
|
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projections.uv[i] / detailSizeB
|
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);
|
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|
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detail += lerp(detailA, detailB, lodBlend) * mask;
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totalMask += mask;
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}
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|
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return detail / max(totalMask, 1e-5);
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}
|
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|
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void EnkiBillal_float
|
||||
(
|
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float4 Color,
|
||||
@@ -179,6 +266,10 @@ void EnkiBillal_float
|
||||
float3 PositionWS,
|
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float3 NormalWS,
|
||||
float ProjectionsBlend,
|
||||
float DetailSize,
|
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float4 FogColor,
|
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float FogMin,
|
||||
float FogMax,
|
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out float3 Output
|
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)
|
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{
|
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@@ -201,38 +292,26 @@ void EnkiBillal_float
|
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|
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// Detail
|
||||
|
||||
float4 detail = 0;
|
||||
|
||||
ProjectionData projections = GetProjections
|
||||
float4 detail = SampleProjectedDetailLOD
|
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(
|
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DetailTex,
|
||||
positionOS,
|
||||
normalOS,
|
||||
ProjectionsBlend
|
||||
ProjectionsBlend,
|
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DetailSize,
|
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depth
|
||||
|
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);
|
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|
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float totalMask = 0;
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|
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[unroll]
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for (int i = 0; i < 7; i++)
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{
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float mask = projections.mask[i];
|
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|
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detail += SampleBombedTexture
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(
|
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DetailTex,
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projections.uv[i]
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) * mask;
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totalMask += mask;
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}
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detail /= max(totalMask, 1e-5);
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float detailMask = smoothstep(0, .8, detail.a);
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// Fog
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// Output
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Output = Color.rgb;
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Output = lerp(Color.rgb, Color.rgb * detail.rgb, detail.a);
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//Output *= shadowAtten;
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Output = lerp(Output.rgb, detail.rgb, detailMask);
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Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
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}
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#endif
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Binary file not shown.
@@ -106,6 +106,19 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: WebGL
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maxTextureSize: 512
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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+2
-2
@@ -1,11 +1,11 @@
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<Solution>
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<Project Path="Assembly-CSharp.csproj" />
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<Project Path="Assembly-CSharp-Editor.csproj" />
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<Project Path="AK.Wwise.Unity.MonoBehaviour.csproj" />
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<Project Path="OctoCore.Runtime.csproj" />
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<Project Path="Assembly-CSharp-Editor.csproj" />
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<Project Path="AK.Wwise.Unity.API.csproj" />
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<Project Path="AK.Wwise.Unity.MonoBehaviour.Editor.csproj" />
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<Project Path="AK.Wwise.Unity.API.Editor.csproj" />
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<Project Path="Assembly-CSharp.csproj" />
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<Project Path="AK.Wwise.Unity.ProjectDatabase.csproj" />
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<Project Path="AK.Wwise.Unity.Timeline.csproj" />
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<Project Path="OctoCore.Editor.csproj" />
|
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|
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Reference in New Issue
Block a user