feat: House of leaves, details added to wall shader

This commit is contained in:
Alexandre Coirier
2026-07-01 01:16:06 +02:00
parent 36e968ebf3
commit 85ab8ebabd
16 changed files with 1174 additions and 138 deletions
@@ -0,0 +1,112 @@
#ifndef ENKI_BILAL_INCLUDED
#define ENKI_BILAL_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
#include "Assets/_Content/Shaders/Include/Details.hlsl"
#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
float GetShadow(float3 PositionWS)
{
float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
Light mainLight = GetMainLight(shadowCoord);
float shadow = 1 - mainLight.shadowAttenuation;
#if defined(_ADDITIONAL_LIGHTS)
uint lightsCount = GetAdditionalLightsCount();
[loop]
for (uint i = 0; i < lightsCount; i++)
{
Light light = GetAdditionalLight(i, PositionWS);
shadow = max(shadow, 1 - light.shadowAttenuation);
}
#endif
return saturate(shadow);
}
void EnkiBillal_float
(
float4 Color,
UnityTexture2D DetailTexA,
UnityTexture2D DetailTexB,
float2 ScreenUV,
float3 PositionWS,
float3 NormalWS,
float ProjectionsBlend,
float DetailIntensityA,
float DetailIntensityB,
float DetailSizeA,
float DetailSizeB,
uint FogUse,
float4 FogColor,
float FogMin,
float FogMax,
out float3 Output,
out float Alpha
)
{
// Common
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
float3 pivotWS = TransformObjectToWorld(float3(0, 0, 0));
float3 scale = GetScale(pivotWS);
float3 positionOS = TransformWorldToObject(PositionWS) * scale;
float3 normalOS = normalize(TransformWorldToObjectDir(NormalWS));
//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
// Shadow
float shadow = GetShadow(PositionWS);
float shadowAtten = Remap(1, 0, .6, 1, shadow);
// Detail
float4 detailA = SampleProjectedDetailLOD
(
DetailTexA,
positionOS,
normalOS,
ProjectionsBlend,
DetailSizeA,
depth
);
float4 detailB = SampleProjectedDetailLOD
(
DetailTexB,
positionOS,
normalOS,
ProjectionsBlend,
DetailSizeB,
depth
);
float detailMaskA = smoothstep(0, .8, detailA.a);
float detailMaskB = smoothstep(0, .8, detailB.a);
// Fog
// Output
Output = Color.rgb;
Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
if (FogUse)
{
Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
}
Alpha = Color.a;
}
#endif
File diff suppressed because it is too large Load Diff
@@ -2,6 +2,8 @@
#define HOUSE_OF_LEAVES_INCLUDED
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
#include "Assets/_Content/Shaders/Include/Details.hlsl"
#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
float Hash(float n)
{
@@ -106,7 +108,6 @@ void Sand_float
// Output
Position = PositionWS;
Position.y += sandMask;
Position.y *= 1 + saturate(pow(abs(PositionWS.x * .5), 3)) * lerp(-.2, 1.4, sandMask);
@@ -130,6 +131,13 @@ void HouseOfLeaves_float
float4 ColorE,
float3 PositionWS,
float3 NormalWS,
float ProjectionsBlend,
UnityTexture2D DetailTexA,
UnityTexture2D DetailTexB,
float DetailIntensityA,
float DetailIntensityB,
float DetailSizeA,
float DetailSizeB,
out float3 Output
)
{
@@ -195,7 +203,36 @@ void HouseOfLeaves_float
bandFrac
);
// Detail
float4 detailA = SampleProjectedDetailLOD
(
DetailTexA,
PositionWS,
NormalWS,
ProjectionsBlend,
DetailSizeA,
depth
);
float4 detailB = SampleProjectedDetailLOD
(
DetailTexB,
PositionWS,
NormalWS,
ProjectionsBlend,
DetailSizeB,
depth
);
float detailMaskA = smoothstep(0, .8, detailA.a);
float detailMaskB = smoothstep(0, .8, detailB.a);
Output = col;
Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
}
#endif
@@ -1,55 +1,7 @@
#ifndef ENKI_BILAL_INCLUDED
#define ENKI_BILAL_INCLUDED
#ifndef DETAILS_HLSL
#define DETAILS_HLSL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
float2 RotateUV(float2 UV, float2 Pivot, float Angle)
{
float s = sin(Angle);
float c = cos(Angle);
UV -= Pivot;
float2 rotated = float2(
UV.x * c - UV.y * s,
UV.x * s + UV.y * c
);
return rotated + Pivot;
}
float3 GetScale(float3 PivotWS)
{
return float3
(
length(TransformObjectToWorld(float3(1, 0, 0)) - PivotWS),
length(TransformObjectToWorld(float3(0, 1, 0)) - PivotWS),
length(TransformObjectToWorld(float3(0, 0, 1)) - PivotWS)
);
}
float GetShadow(float3 PositionWS)
{
float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
Light mainLight = GetMainLight(shadowCoord);
float shadow = 1 - mainLight.shadowAttenuation;
#if defined(_ADDITIONAL_LIGHTS)
uint lightsCount = GetAdditionalLightsCount();
[loop]
for (uint i = 0; i < lightsCount; i++)
{
Light light = GetAdditionalLight(i, PositionWS);
shadow = max(shadow, 1 - light.shadowAttenuation);
}
#endif
return saturate(shadow);
}
#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
void GetDetailLOD
(
@@ -195,6 +147,7 @@ ProjectionData GetProjections
return data;
}
float4 SampleProjectedDetailLOD
(
UnityTexture2D DetailTex,
@@ -258,85 +211,4 @@ float4 SampleProjectedDetailLOD
return detail / max(totalMask, 1e-5);
}
void EnkiBillal_float
(
float4 Color,
UnityTexture2D DetailTexA,
UnityTexture2D DetailTexB,
float2 ScreenUV,
float3 PositionWS,
float3 NormalWS,
float ProjectionsBlend,
float DetailIntensityA,
float DetailIntensityB,
float DetailSizeA,
float DetailSizeB,
uint FogUse,
float4 FogColor,
float FogMin,
float FogMax,
out float3 Output,
out float Alpha
)
{
// Common
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
float3 pivotWS = TransformObjectToWorld(float3(0, 0, 0));
float3 scale = GetScale(pivotWS);
float3 positionOS = TransformWorldToObject(PositionWS) * scale;
float3 normalOS = normalize(TransformWorldToObjectDir(NormalWS));
//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
// Shadow
float shadow = GetShadow(PositionWS);
float shadowAtten = Remap(1, 0, .6, 1, shadow);
// Detail
float4 detailA = SampleProjectedDetailLOD
(
DetailTexA,
positionOS,
normalOS,
ProjectionsBlend,
DetailSizeA,
depth
);
float4 detailB = SampleProjectedDetailLOD
(
DetailTexB,
positionOS,
normalOS,
ProjectionsBlend,
DetailSizeB,
depth
);
float detailMaskA = smoothstep(0, .8, detailA.a);
float detailMaskB = smoothstep(0, .8, detailB.a);
// Fog
// Output
Output = Color.rgb;
Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
if (FogUse)
{
Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
}
Alpha = Color.a;
}
#endif
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: cd2ecc5897b2b6d4aa8221fe1a514dff
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,29 @@
#ifndef UTILITIES_HLSL
#define UTILITIES_HLSL
float2 RotateUV(float2 UV, float2 Pivot, float Angle)
{
float s = sin(Angle);
float c = cos(Angle);
UV -= Pivot;
float2 rotated = float2(
UV.x * c - UV.y * s,
UV.x * s + UV.y * c
);
return rotated + Pivot;
}
float3 GetScale(float3 PivotWS)
{
return float3
(
length(TransformObjectToWorld(float3(1, 0, 0)) - PivotWS),
length(TransformObjectToWorld(float3(0, 1, 0)) - PivotWS),
length(TransformObjectToWorld(float3(0, 0, 1)) - PivotWS)
);
}
#endif
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dffae08c547f6154c9741b4f205a314a
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: