feat: HouseOfLeaves synchro & moving blocs
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@@ -72,12 +72,18 @@ void Sand_float
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out float Alpha
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)
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{
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float t = Progression;
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t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3;
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float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
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float arkMask = 0;
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float t = Progression;
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t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3;
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t -= pow(smoothstep(0, 100, depth), .5) * .6;
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//t += pow(abs(PositionWS.x), 3) * .02;
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//t -= pow(saturate(1 - abs(PositionWS.x * .5)), 2) * .3;
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t += .15;
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t = saturate(t);
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// Sand
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float sandLayers = 6;
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@@ -100,14 +106,19 @@ void Sand_float
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// Output
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Color = ColorRemapLinear(saturate(pow(smoothstep(5, 30, depth * sandPatern), .5)), ColorA, ColorB, ColorC, ColorD, ColorE);
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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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float n = PerlinNoise3D(Position, 50);
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Color = ColorRemapLinear(saturate(pow(smoothstep(5, 30, (Position.z - _WorldSpaceCameraPos.z * .8) * sandPatern), .5)), ColorA, ColorB, ColorC, ColorD, ColorE);
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Color *= lerp(1, n, smoothstep(30, 0, depth));
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Height = sandMask;
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Alpha = smoothstep(1, .5, abs(smoothstep(-20, 20, PositionWS.x) * 2 - 1));
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Alpha = 1 - /*smoothstep(1.5, 1.3, abs(PositionWS.x)) **/ smoothstep(0, .3, abs(Position.y));
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}
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void HouseOfLeaves_float
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@@ -267,10 +267,10 @@ void EnkiBillalFullscreen_float
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// DISTORTION
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float distortAtten = pow(smoothstep(5, 20, depthMeters), 2);
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float nDistort0 = FBMNoise3D(positionWS * float3(1, 2.0, 1) - time * .1 - np0 * .5 + np3 * 3, 1.5, 1, 2, .5) * 2 - 1;
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float nDistort1 = FBMNoise3D(positionWS * float3(1, 1.5, 1) - time * .1 - np0 * .5 + np4 * 3, 1.5, 1, 2, .5) * 2 - 1;
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float nDistort0 = FBMNoise3D(positionWS * float3(1, 2.0, 1) - time * .2 - np0 * .5, 1.5, 1, 2, .5) * 2 - 1;
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float nDistort1 = FBMNoise3D(positionWS * float3(1, 1.5, 1) - time * .2 - np0 * .5, 1.5, 1, 2, .5) * 2 - 1;
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float2 uvDistort0 = uv0 + nDistort0 * .005;
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float2 uvDistort1 = uv0 + nDistort1 * .015;
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float2 uvDistort1 = uv0 + nDistort1 * .025;
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float3 sceneColor2 = SampleSceneColor(uvDistort0);
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sceneColor2 = lerp(sceneColor2, SampleSceneColor(uvDistort1), .3);
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float3 cDistort = saturate(sceneColor2 - sceneColor) * distortAtten;
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@@ -317,7 +317,7 @@ void EnkiBillalFullscreen_float
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//c = lerp(c, sceneColor2, (greyscale + smoothstep(5, 35, depthMeters) * .8) * .5);
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//c += sceneColor2 * greyscale * .5;
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c = lerp(c, outlineColor, outline);
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c += cDistort * 1;
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c += cDistort * 1.5;
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//c = ((c + 1) * (sceneColor2 + 0));
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//c = smoothstep(-.1, 0, np2);
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//c = greyscale;
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