fix: Fog masking
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"m_Type": "UnityEditor.ShaderGraph.PropertyNode",
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@@ -3945,6 +4002,29 @@
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{
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{
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"m_SGVersion": 1,
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"m_SGVersion": 1,
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"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
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"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
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@@ -4106,23 +4186,8 @@
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{
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"m_Id": "8c26652d47d64417a9ce7a93bb811466"
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{
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"m_Id": "8892c2b112c14c028eddce5e899710b2"
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"m_Id": "fdc7026b3c2f43f9af9342c37132e6cc"
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"m_Id": "92ea1472d59d4857abd59195ace147a4"
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"m_Id": "a363c8f5686c459792f7e2c53fb8dc8a"
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"m_Id": "8ead54ba7a8d487ea3f55e930101215f"
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"m_Id": "8ead54ba7a8d487ea3f55e930101215f"
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"m_Id": "45ccaed6d4d547b090b274a4421169f6"
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],
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],
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"synonyms": [
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"synonyms": [
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@@ -4837,6 +4902,22 @@
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"m_Space": 2
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"m_Space": 2
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}
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
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"m_ObjectId": "edda2fdb41e64d0d963b57e37eb02902",
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"m_SlotType": 0,
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"m_Hidden": false,
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"m_ShaderOutputName": "MaskID",
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"m_StageCapability": 3,
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"m_Value": 0.0,
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"m_Labels": [],
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{
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{
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"m_SGVersion": 1,
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"m_SGVersion": 1,
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"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
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"m_Type": "UnityEditor.ShaderGraph.Matrix4ShaderProperty",
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@@ -5072,34 +5153,10 @@
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"m_ColorMode": 0
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"m_ColorMode": 0
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{
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"m_Labels": [],
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}
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{
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{
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"m_SGVersion": 0,
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Matrix4MaterialSlot",
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"m_Type": "UnityEditor.ShaderGraph.Matrix4MaterialSlot",
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"m_ObjectId": "fdc7026b3c2f43f9af9342c37132e6cc",
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"m_DisplayName": "Mask0",
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"m_SlotType": 0,
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"m_SlotType": 0,
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@@ -5144,6 +5201,30 @@
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot",
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"m_DisplayName": "Position",
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"m_SlotType": 0,
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"m_Hidden": false,
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"m_ShaderOutputName": "Position",
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"m_StageCapability": 1,
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"m_Value": {
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"x": 0.0,
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"y": 0.0,
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"z": 0.0
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},
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"m_DefaultValue": {
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{
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{
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"m_SGVersion": 0,
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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@@ -220,80 +220,6 @@ float WorldDistort(float3 PositionWS, float3 NormalWS, float Angle, float Tripla
|
|||||||
return stripes;
|
return stripes;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float ProjectionMask(
|
|
||||||
float3 PositionWS,
|
|
||||||
float3 CamPositionWS,
|
|
||||||
float3 RectPositionWS,
|
|
||||||
float3 RectNormalWS,
|
|
||||||
float3 RectUpWS,
|
|
||||||
float2 RectSize,
|
|
||||||
float Oval)
|
|
||||||
{
|
|
||||||
// Build the rectangle local frame
|
|
||||||
float3 N = normalize(RectNormalWS);
|
|
||||||
float3 U = normalize(RectUpWS);
|
|
||||||
float3 R = normalize(cross(N, U)); // Right axis
|
|
||||||
U = normalize(cross(R, N)); // Recompute Up orthogonally in case RectUpWS is not perfectly perpendicular to RectNormalWS
|
|
||||||
|
|
||||||
// Ray from camera toward the fragment
|
|
||||||
float3 rayDir = normalize(PositionWS - CamPositionWS);
|
|
||||||
|
|
||||||
// Ray-plane intersection
|
|
||||||
// Plane equation: dot(P - RectPositionWS, N) = 0
|
|
||||||
float denom = dot(rayDir, N);
|
|
||||||
|
|
||||||
// Ray is parallel to the plane or facing away — no hit
|
|
||||||
if (abs(denom) < 1e-6)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
float t = dot(RectPositionWS - CamPositionWS, N) / denom;
|
|
||||||
|
|
||||||
// Intersection must be in front of the camera (t > 0)
|
|
||||||
// and not beyond the fragment (t <= distance from camera to fragment)
|
|
||||||
float tFrag = dot(PositionWS - CamPositionWS, rayDir);
|
|
||||||
if (t < 0.0 || t > tFrag + 1e-4)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
// Compute the hit point on the plane
|
|
||||||
float3 hitPoint = CamPositionWS + rayDir * t;
|
|
||||||
|
|
||||||
// Project hit point into the rectangle local space
|
|
||||||
float3 localVec = hitPoint - RectPositionWS;
|
|
||||||
float localU = dot(localVec, R); // horizontal axis
|
|
||||||
float localV = dot(localVec, U); // vertical axis
|
|
||||||
|
|
||||||
float halfW = RectSize.x * 0.5;
|
|
||||||
float halfH = RectSize.y * 0.5;
|
|
||||||
|
|
||||||
// Corner radius: 0 = rectangle, min(halfW, halfH) = oval
|
|
||||||
float radius = saturate(Oval) * min(halfW, halfH);
|
|
||||||
|
|
||||||
// Rounded rectangle SDF
|
|
||||||
float2 uv = float2(localU, localV);
|
|
||||||
float2 ext = float2(halfW, halfH);
|
|
||||||
float2 q = abs(uv) - ext + radius;
|
|
||||||
float sdf = length(max(q, 0.0)) - radius;
|
|
||||||
|
|
||||||
return sdf <= 0.0 ? 1.0 : 0.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
float SampleProjectionMask(float3 PositionWS, float4x4 M)
|
|
||||||
{
|
|
||||||
if (M[0].w == 0)
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
return ProjectionMask(
|
|
||||||
PositionWS,
|
|
||||||
M[0].xyz, // CamPositionWS
|
|
||||||
M[1].xyz, // RectPositionWS
|
|
||||||
M[3].xyz, // RectNormalWS
|
|
||||||
M[2].xyz, // RectUpWS
|
|
||||||
float2(M[2].w, M[3].w), // RectSize
|
|
||||||
M[1].w // Shape
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EnkiBillal_float
|
void EnkiBillal_float
|
||||||
(
|
(
|
||||||
float4 Color,
|
float4 Color,
|
||||||
@@ -308,12 +234,7 @@ void EnkiBillal_float
|
|||||||
float StripesWidth,
|
float StripesWidth,
|
||||||
float StripesSmooth,
|
float StripesSmooth,
|
||||||
int Step,
|
int Step,
|
||||||
float MaskID,
|
out float3 Output
|
||||||
float4x4 Mask0,
|
|
||||||
float4x4 Mask1,
|
|
||||||
float4x4 Mask2,
|
|
||||||
out float3 Output,
|
|
||||||
out float Alpha
|
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
float3 scaledPositionOS = PositionOS * ObjectScale;
|
float3 scaledPositionOS = PositionOS * ObjectScale;
|
||||||
@@ -384,38 +305,6 @@ void EnkiBillal_float
|
|||||||
|
|
||||||
//Output = PerlinColor3D(PositionWS, 5);
|
//Output = PerlinColor3D(PositionWS, 5);
|
||||||
//Output = smoothstep(.97, .93, ao);
|
//Output = smoothstep(.97, .93, ao);
|
||||||
|
|
||||||
// Mask
|
|
||||||
|
|
||||||
if (Mask2[0].w == 1)
|
|
||||||
{
|
|
||||||
float mask = SampleProjectionMask(PositionWS, Mask2);
|
|
||||||
|
|
||||||
Alpha = (MaskID <= 1) ? 1 - mask : mask;
|
|
||||||
}
|
|
||||||
else if (MaskID == 0)
|
|
||||||
{
|
|
||||||
Alpha = 1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
|
|
||||||
|
|
||||||
if (Active > 0)
|
|
||||||
{
|
|
||||||
float mask = saturate(
|
|
||||||
SampleProjectionMask(PositionWS, Mask0) +
|
|
||||||
SampleProjectionMask(PositionWS, Mask1) // +
|
|
||||||
//SampleProjectionMask(PositionWS, Mask2)
|
|
||||||
);
|
|
||||||
|
|
||||||
Alpha = (MaskID == 1) ? 1 - mask : mask;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Alpha = (MaskID == 1) ? 0 : 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -0,0 +1,120 @@
|
|||||||
|
#ifndef MASK_INCLUDED
|
||||||
|
#define MASK_INCLUDED
|
||||||
|
|
||||||
|
float ProjectionMask(
|
||||||
|
float3 PositionWS,
|
||||||
|
float3 CamPositionWS,
|
||||||
|
float3 RectPositionWS,
|
||||||
|
float3 RectNormalWS,
|
||||||
|
float3 RectUpWS,
|
||||||
|
float2 RectSize,
|
||||||
|
float Oval)
|
||||||
|
{
|
||||||
|
// Build the rectangle local frame
|
||||||
|
float3 N = normalize(RectNormalWS);
|
||||||
|
float3 U = normalize(RectUpWS);
|
||||||
|
float3 R = normalize(cross(N, U)); // Right axis
|
||||||
|
U = normalize(cross(R, N)); // Recompute Up orthogonally in case RectUpWS is not perfectly perpendicular to RectNormalWS
|
||||||
|
|
||||||
|
// Ray from camera toward the fragment
|
||||||
|
float3 rayDir = normalize(PositionWS - CamPositionWS);
|
||||||
|
|
||||||
|
// Ray-plane intersection
|
||||||
|
// Plane equation: dot(P - RectPositionWS, N) = 0
|
||||||
|
float denom = dot(rayDir, N);
|
||||||
|
|
||||||
|
// Ray is parallel to the plane or facing away — no hit
|
||||||
|
if (abs(denom) < 1e-6)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
float t = dot(RectPositionWS - CamPositionWS, N) / denom;
|
||||||
|
|
||||||
|
// Intersection must be in front of the camera (t > 0)
|
||||||
|
// and not beyond the fragment (t <= distance from camera to fragment)
|
||||||
|
float tFrag = dot(PositionWS - CamPositionWS, rayDir);
|
||||||
|
if (t < 0.0 || t > tFrag + 1e-4)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// Compute the hit point on the plane
|
||||||
|
float3 hitPoint = CamPositionWS + rayDir * t;
|
||||||
|
|
||||||
|
// Project hit point into the rectangle local space
|
||||||
|
float3 localVec = hitPoint - RectPositionWS;
|
||||||
|
float localU = dot(localVec, R); // horizontal axis
|
||||||
|
float localV = dot(localVec, U); // vertical axis
|
||||||
|
|
||||||
|
float halfW = RectSize.x * 0.5;
|
||||||
|
float halfH = RectSize.y * 0.5;
|
||||||
|
|
||||||
|
// Corner radius: 0 = rectangle, min(halfW, halfH) = oval
|
||||||
|
float radius = saturate(Oval) * min(halfW, halfH);
|
||||||
|
|
||||||
|
// Rounded rectangle SDF
|
||||||
|
float2 uv = float2(localU, localV);
|
||||||
|
float2 ext = float2(halfW, halfH);
|
||||||
|
float2 q = abs(uv) - ext + radius;
|
||||||
|
float sdf = length(max(q, 0.0)) - radius;
|
||||||
|
|
||||||
|
return sdf <= 0.0 ? 1.0 : 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SampleProjectionMask(float3 PositionWS, float4x4 M)
|
||||||
|
{
|
||||||
|
if (M[0].w == 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
return ProjectionMask(
|
||||||
|
PositionWS,
|
||||||
|
M[0].xyz, // CamPositionWS
|
||||||
|
M[1].xyz, // RectPositionWS
|
||||||
|
M[3].xyz, // RectNormalWS
|
||||||
|
M[2].xyz, // RectUpWS
|
||||||
|
float2(M[2].w, M[3].w), // RectSize
|
||||||
|
M[1].w // Shape
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mask_float
|
||||||
|
(
|
||||||
|
float3 PositionWS,
|
||||||
|
float MaskID,
|
||||||
|
float4x4 Mask0,
|
||||||
|
float4x4 Mask1,
|
||||||
|
float4x4 Mask2,
|
||||||
|
out float Alpha
|
||||||
|
)
|
||||||
|
{
|
||||||
|
Alpha = 1;
|
||||||
|
|
||||||
|
if (Mask2[0].w == 1)
|
||||||
|
{
|
||||||
|
float mask = SampleProjectionMask(PositionWS, Mask2);
|
||||||
|
|
||||||
|
Alpha = (MaskID <= 1) ? 1 - mask : mask;
|
||||||
|
}
|
||||||
|
else if (MaskID == 0)
|
||||||
|
{
|
||||||
|
Alpha = 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
|
||||||
|
|
||||||
|
if (Active > 0)
|
||||||
|
{
|
||||||
|
float mask = saturate(
|
||||||
|
SampleProjectionMask(PositionWS, Mask0) +
|
||||||
|
SampleProjectionMask(PositionWS, Mask1) // +
|
||||||
|
//SampleProjectionMask(PositionWS, Mask2)
|
||||||
|
);
|
||||||
|
|
||||||
|
Alpha = (MaskID == 1) ? 1 - mask : mask;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Alpha = (MaskID == 1) ? 0 : 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2f64e213049952b44ac4bed6f62cafda
|
||||||
|
ShaderIncludeImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user