feat: New Theatre volumetric rays
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@@ -37,6 +37,10 @@ Material:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _SampleTexture2D_45427f0cc3994257be048fc580e65bba_Texture_1_Texture2D:
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m_Texture: {fileID: 2800000, guid: dffef66376be4fa480fb02b19edbe903, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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@@ -54,12 +58,17 @@ Material:
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- _Debug: 0
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- _Demo: 0
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- _IgnoreAtten: 1
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- _Intendity: 0.828
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- _Intensity: 1
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- _Noise: 0.786
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- _QueueControl: 0
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- _QueueOffset: 0
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- _Size: 1
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- _Speed: 2
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- _Stop: 1
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- _UV: 0
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m_Colors:
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- _Color: {r: 11.984315, g: 8.690491, b: 3.2428153, a: 0.07058824}
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- _Color: {r: 2, g: 1.3822709, b: 0.7329843, a: 0.09803922}
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- _Direction: {r: 0, g: 0, b: 1, a: 0}
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- _Size: {r: 3, g: 1, b: 0, a: 0}
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m_BuildTextureStacks: []
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File diff suppressed because it is too large
Load Diff
@@ -25,7 +25,7 @@ float3 GetBillboardPositionWS(float3 PositionOS, float3 PivotWS, float3 ViewDirW
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float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
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{
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float taper = lerp(Scale.z, 1, saturate(PositionOS.y));
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float taper = lerp(1, Scale.z, saturate(PositionOS.y));
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float3 p = PositionOS;
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p.xy *= Scale.xy;
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@@ -36,10 +36,14 @@ float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
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void Ray_float
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(
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float3 Color,
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float Size,
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float Speed,
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float Intensity,
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float4 Color,
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float3 PositionOS,
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float4 ScreenPos,
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uint Orthographic,
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float UvDebug,
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out float3 OutPosition,
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out float3 OutColor
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)
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@@ -69,6 +73,24 @@ void Ray_float
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float2 uv = float2(distance(pSC_0.x, pSC_2.x) / distance(pSC_1.x, pSC_2.x), pOS_0.y / scale.y);
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float mask = smoothstep(1, .2, abs(uv.x * 2 - 1));
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mask *= smoothstep(0, .1, uv.y);
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mask *= pow(smoothstep(1, .3, uv.y * .95), 2);
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mask *= smoothstep(1, .98, dot(-viewDir, normalize(TransformObjectToWorldDir(float3(0, 1, 0)))));
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float noise = 1;
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if (Intensity > 0)
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{
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float3 noisePos = pivot;
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noisePos += float3(uv.x - .5, 0 /*uv.y * .05 / scale.x*/, _Time.y / scale.x / scale.z / Size * Speed * .2);
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noise = SimplexNoise3D(noisePos, scale.x * scale.z * Size);
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noise = lerp(1, noise, Intensity);
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}
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OutPosition = TransformWorldToObject(pWS_0);
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OutColor = float3(uv, 0);
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OutColor = saturate(noise * mask) * Color.rgb * Color.a;
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if (UvDebug > 0)
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OutColor = lerp(OutColor, float3(uv, 0), UvDebug);
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}
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