fix: HouseOfLeaves sand setup
This commit is contained in:
+1
-1
@@ -117,7 +117,7 @@ Material:
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _Progression: 0.217
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- _Progression: 0
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- _QueueControl: 0
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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@@ -28,10 +28,11 @@ void Sand_float
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// Arks
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float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
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/*float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
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arkMask = pow(smoothstep(.7, 0, arkMask), 2);
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arkMask += smoothstep(2.8, 3.2, abs(PositionWS.x));
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arkMask = saturate(arkMask);
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arkMask = saturate(arkMask);*/
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float arkMask = 0;
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// Sand
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@@ -39,12 +40,14 @@ void Sand_float
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float sandDirection = cos(t * sandLayers * 3.14);
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float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
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sandDensity = saturate(sandDensity + arkMask);
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//float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
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//sandDensity = saturate(sandDensity + arkMask);
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float sandPatern = RidgedNoise3D(PositionWS + float3(sandDirection, 0, 0), .6, 1, 2, .5) * .8;
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sandPatern += 1 - RidgedNoise3D(PositionWS + float3(0, 0, t * sandLayers * 2), .8, 2, 2, .5) * .2;
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float sandDensity = sqrt(smoothstep(0, 2, abs(PositionWS.x) + sandPatern));
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float sandGradientSign = (floor(t * sandLayers) % 2 == 0) ? 1 : -1;
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float sandGradient = smoothstep(2 * -sandGradientSign, 2 * sandGradientSign, PositionWS.x);
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float sandPhase = frac(t * sandLayers);
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@@ -7,6 +7,7 @@ void Fog_float
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(
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float4 ColorA,
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float4 ColorB,
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float DepthAtten,
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float3 PositionWS,
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float3 PositionOS,
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float3 PivotWS,
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@@ -28,7 +29,7 @@ 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(5, 30, depth);
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float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten);
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float t = _Time.y * .7;
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@@ -20,6 +20,12 @@
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@@ -116,6 +122,15 @@
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@@ -135,6 +150,20 @@
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Reference in New Issue
Block a user