feat: House of leaves, details added to wall shader
This commit is contained in:
@@ -0,0 +1,112 @@
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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 "Assets/_Content/Shaders/Include/Details.hlsl"
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#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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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 EnkiBillal_float
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(
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float4 Color,
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UnityTexture2D DetailTexA,
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UnityTexture2D DetailTexB,
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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 DetailIntensityA,
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float DetailIntensityB,
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float DetailSizeA,
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float DetailSizeB,
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uint FogUse,
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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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out float Alpha
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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 detailA = SampleProjectedDetailLOD
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(
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DetailTexA,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeA,
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depth
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);
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float4 detailB = SampleProjectedDetailLOD
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(
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DetailTexB,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeB,
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depth
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);
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float detailMaskA = smoothstep(0, .8, detailA.a);
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float detailMaskB = smoothstep(0, .8, detailB.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, detailA.rgb, detailMaskA * DetailIntensityA);
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Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
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if (FogUse)
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{
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Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
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}
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Alpha = Color.a;
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}
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#endif
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File diff suppressed because it is too large
Load Diff
@@ -2,6 +2,8 @@
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#define HOUSE_OF_LEAVES_INCLUDED
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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#include "Assets/_Content/Shaders/Include/Details.hlsl"
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#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
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float Hash(float n)
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{
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@@ -106,7 +108,6 @@ void Sand_float
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// Output
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Position = PositionWS;
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Position.y += sandMask;
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Position.y *= 1 + saturate(pow(abs(PositionWS.x * .5), 3)) * lerp(-.2, 1.4, sandMask);
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@@ -130,6 +131,13 @@ void HouseOfLeaves_float
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float4 ColorE,
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float3 PositionWS,
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float3 NormalWS,
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float ProjectionsBlend,
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UnityTexture2D DetailTexA,
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UnityTexture2D DetailTexB,
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float DetailIntensityA,
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float DetailIntensityB,
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float DetailSizeA,
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float DetailSizeB,
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out float3 Output
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)
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{
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@@ -195,7 +203,36 @@ void HouseOfLeaves_float
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bandFrac
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);
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// Detail
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float4 detailA = SampleProjectedDetailLOD
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(
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DetailTexA,
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PositionWS,
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NormalWS,
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ProjectionsBlend,
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DetailSizeA,
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depth
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);
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float4 detailB = SampleProjectedDetailLOD
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(
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DetailTexB,
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PositionWS,
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NormalWS,
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ProjectionsBlend,
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DetailSizeB,
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depth
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);
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float detailMaskA = smoothstep(0, .8, detailA.a);
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float detailMaskB = smoothstep(0, .8, detailB.a);
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Output = col;
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Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
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Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
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}
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#endif
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+4
-132
@@ -1,55 +1,7 @@
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#ifndef ENKI_BILAL_INCLUDED
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#define ENKI_BILAL_INCLUDED
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#ifndef DETAILS_HLSL
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#define DETAILS_HLSL
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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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#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
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void GetDetailLOD
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(
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@@ -195,6 +147,7 @@ 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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@@ -258,85 +211,4 @@ float4 SampleProjectedDetailLOD
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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 DetailTexA,
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UnityTexture2D DetailTexB,
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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 DetailIntensityA,
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float DetailIntensityB,
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float DetailSizeA,
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float DetailSizeB,
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uint FogUse,
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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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out float Alpha
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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 detailA = SampleProjectedDetailLOD
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(
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DetailTexA,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeA,
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depth
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);
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float4 detailB = SampleProjectedDetailLOD
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(
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DetailTexB,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeB,
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depth
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);
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float detailMaskA = smoothstep(0, .8, detailA.a);
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float detailMaskB = smoothstep(0, .8, detailB.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, detailA.rgb, detailMaskA * DetailIntensityA);
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Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
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if (FogUse)
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{
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Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
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}
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Alpha = Color.a;
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}
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#endif
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: cd2ecc5897b2b6d4aa8221fe1a514dff
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,29 @@
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#ifndef UTILITIES_HLSL
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#define UTILITIES_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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#endif
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: dffae08c547f6154c9741b4f205a314a
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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