feat: New Theatre volumetric rays

This commit is contained in:
Alexandre Coirier
2026-05-31 23:40:59 +02:00
parent d63ef70e48
commit f0b4b9a428
4 changed files with 1155 additions and 213 deletions
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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
float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale) float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
{ {
float taper = lerp(Scale.z, 1, saturate(PositionOS.y)); float taper = lerp(1, Scale.z, saturate(PositionOS.y));
float3 p = PositionOS; float3 p = PositionOS;
p.xy *= Scale.xy; p.xy *= Scale.xy;
@@ -36,10 +36,14 @@ float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
void Ray_float void Ray_float
( (
float3 Color, float Size,
float Speed,
float Intensity,
float4 Color,
float3 PositionOS, float3 PositionOS,
float4 ScreenPos, float4 ScreenPos,
uint Orthographic, uint Orthographic,
float UvDebug,
out float3 OutPosition, out float3 OutPosition,
out float3 OutColor out float3 OutColor
) )
@@ -69,6 +73,24 @@ void Ray_float
float2 uv = float2(distance(pSC_0.x, pSC_2.x) / distance(pSC_1.x, pSC_2.x), pOS_0.y / scale.y); float2 uv = float2(distance(pSC_0.x, pSC_2.x) / distance(pSC_1.x, pSC_2.x), pOS_0.y / scale.y);
float mask = smoothstep(1, .2, abs(uv.x * 2 - 1));
mask *= smoothstep(0, .1, uv.y);
mask *= pow(smoothstep(1, .3, uv.y * .95), 2);
mask *= smoothstep(1, .98, dot(-viewDir, normalize(TransformObjectToWorldDir(float3(0, 1, 0)))));
float noise = 1;
if (Intensity > 0)
{
float3 noisePos = pivot;
noisePos += float3(uv.x - .5, 0 /*uv.y * .05 / scale.x*/, _Time.y / scale.x / scale.z / Size * Speed * .2);
noise = SimplexNoise3D(noisePos, scale.x * scale.z * Size);
noise = lerp(1, noise, Intensity);
}
OutPosition = TransformWorldToObject(pWS_0); OutPosition = TransformWorldToObject(pWS_0);
OutColor = float3(uv, 0); OutColor = saturate(noise * mask) * Color.rgb * Color.a;
if (UvDebug > 0)
OutColor = lerp(OutColor, float3(uv, 0), UvDebug);
} }
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