fix: Main shader name
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@@ -0,0 +1,317 @@
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#ifndef ENKI_BILAL_INCLUDED
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#define ENKI_BILAL_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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float2 RotateUV(float2 UV, float2 Pivot, float Angle)
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{
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float s = sin(Angle);
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float c = cos(Angle);
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UV -= Pivot;
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float2 rotated = float2(
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UV.x * c - UV.y * s,
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UV.x * s + UV.y * c
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);
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return rotated + Pivot;
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}
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float3 GetScale(float3 PivotWS)
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{
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return float3
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(
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length(TransformObjectToWorld(float3(1, 0, 0)) - PivotWS),
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length(TransformObjectToWorld(float3(0, 1, 0)) - PivotWS),
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length(TransformObjectToWorld(float3(0, 0, 1)) - PivotWS)
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);
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}
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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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#if defined(_ADDITIONAL_LIGHTS)
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uint lightsCount = GetAdditionalLightsCount();
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[loop]
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for (uint i = 0; i < lightsCount; i++)
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{
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Light light = GetAdditionalLight(i, PositionWS);
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shadow = max(shadow, 1 - light.shadowAttenuation);
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}
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#endif
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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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float lodFloor = floor(lod);
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float lodFrac = lod - lodFloor;
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LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac);
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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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float2 UV
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)
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{
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const float cellBlend = 4;
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float2 cell = floor(UV);
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float2 local = frac(UV);
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float4 result = 0;
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float weightSum = 0;
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[unroll]
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for (int y = 0; y < 2; y++)
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{
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[unroll]
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for (int x = 0; x < 2; x++)
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{
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float2 currentCell = cell + float2(x, y);
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float2 randomOffset = (Hash2D(currentCell) - .5) * .35;
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float randomAngle = Hash1From2D(currentCell) * TWO_PI;
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float2 center = float2(x, y) + randomOffset;
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float2 delta = local - center;
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float weight =
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pow(saturate(1 - abs(delta.x)), cellBlend) *
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pow(saturate(1 - abs(delta.y)), cellBlend);
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float2 sampleUV = UV + randomOffset;
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sampleUV = RotateUV
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(
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sampleUV,
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currentCell + .5,
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randomAngle
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);
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result += Tex.tex.Sample
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(
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Tex.samplerstate,
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sampleUV
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) * weight;
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weightSum += weight;
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}
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}
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return result / max(weightSum, 1e-5);
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}
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struct ProjectionData
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{
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float2 uv[7];
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float mask[7];
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};
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ProjectionData GetProjections
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(
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float3 PositionOS,
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float3 NormalOS,
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float ProjectionBlend
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)
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{
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ProjectionData data;
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float3 normal = normalize(NormalOS);
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float3 projectionNormals[7] =
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{
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normalize(float3(1, 1, 1)),
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normalize(float3(-1, 1, 1)),
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normalize(float3(1, -1, 1)),
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normalize(float3(-1, -1, 1)),
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float3(1, 0, 0),
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float3(0, 1, 0),
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float3(0, 0, 1)
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};
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float sharpness = lerp(2, 32, saturate(ProjectionBlend));
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float maskSum = 0;
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[unroll]
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for (int i = 0; i < 7; i++)
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{
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float3 n = projectionNormals[i];
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float d = abs(dot(normal, n));
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data.mask[i] = pow(saturate(d), sharpness);
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maskSum += data.mask[i];
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float3 up = abs(n.y) < .999
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? float3(0, 1, 0)
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: float3(1, 0, 0);
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float3 tangent = normalize(cross(up, n));
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float3 bitangent = normalize(cross(n, tangent));
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data.uv[i] = float2
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(
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dot(PositionOS, tangent),
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dot(PositionOS, bitangent)
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);
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}
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maskSum = max(maskSum, 1e-5);
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[unroll]
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for (int i = 0; i < 7; i++)
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data.mask[i] /= maskSum;
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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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float4 detail = 0;
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float totalMask = 0;
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ProjectionData projections = GetProjections
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(
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PositionOS,
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NormalOS,
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ProjectionBlend
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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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float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength;
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float detailSizeA;
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float detailSizeB;
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float lodBlend;
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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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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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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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detail += lerp(detailA, detailB, lodBlend) * mask;
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totalMask += mask;
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}
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return detail / max(totalMask, 1e-5);
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}
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void EnkiBillal_float
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(
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float4 Color,
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UnityTexture2D DetailTex,
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float2 ScreenUV,
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float3 PositionWS,
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float3 NormalWS,
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float ProjectionsBlend,
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float DetailSize,
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float4 FogColor,
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float FogMin,
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float FogMax,
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out float3 Output
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)
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{
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// Common
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float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
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float3 pivotWS = TransformObjectToWorld(float3(0, 0, 0));
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float3 scale = GetScale(pivotWS);
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float3 positionOS = TransformWorldToObject(PositionWS) * scale;
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float3 normalOS = normalize(TransformWorldToObjectDir(NormalWS));
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//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
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// Shadow
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float shadow = GetShadow(PositionWS);
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float shadowAtten = Remap(1, 0, .6, 1, shadow);
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// Detail
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float4 detail = SampleProjectedDetailLOD
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(
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DetailTex,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSize,
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depth
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);
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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(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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