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#define SKYBOX_INCLUDED
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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void Skybox_float
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(
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float3 ColorA,
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float3 ColorB,
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float3 ColorC,
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float3 ColorD,
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float3 PositionOS,
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out float3 Color
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)
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{
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float t = _Time.y;
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float gradient = length(PositionOS - float3(0, 0, 50));
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gradient += FBMNoise3D(PositionOS + float3(0, 0, t * 10), .1, 3, 2, .5) * 20 - 15;
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gradient -= RidgedNoise3D(PositionOS + gradient * .3 + float3(0, 0, t * 4), .1, 1, 2, .5) * 7;
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float3 c = ColorD;
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c = lerp(c, ColorB, smoothstep(26, 0, gradient));
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c = lerp(c, ColorA, smoothstep(18, 0, gradient));
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// Test
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//float test = ValueNoise3D(PositionWS, 40);
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//float test = PerlinNoise3D(PositionWS, 40);
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//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
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//float test = SimplexNoise3D(PositionWS, 40);
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//float test = WorleyNoise3D(PositionWS, 40, 1);
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//float id;
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//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
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//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
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//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
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// Output
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Color = c;
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}
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Reference in New Issue
Block a user