wip: Postprocess
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@@ -345,6 +345,46 @@ void EnkiBillal_float
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// float stripes = WorldStripes();
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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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/*float3 pWS = scaledPositionOS;
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float n0 = PerlinNoise3D(pWS, 2);
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float distort = WorldDistort(pWS + n0 * .2, NormalWS, 1, TriplanarBlend);
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float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
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float grad = 0;
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float cell = 0;
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VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
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float3 v = cell * .8;// * (grad + distort * .1);
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v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
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float3 c = Color * lerp(.9, 1, v);*/
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// Output
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//Output = 1;
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//if (Step > 0 ) Output *= Color;
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//if (Step > 1 ) Output *= grainAtten;
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//if (Step > 2 ) Output *= dirtAtten;
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//if (Step > 3 ) Output *= shadowAtten;
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//if (Step > 4 ) Output = lerp(Output, Output * .1, stripes * .8);
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Output = Color;
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//Output = PerlinColor3D(PositionWS, 5);
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//Output = smoothstep(.97, .93, ao);
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// Mask
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if (Mask2[0].w == 1)
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@@ -359,13 +399,13 @@ void EnkiBillal_float
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}
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else
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{
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float Active = Mask0[0].w + Mask1[0].w;// + Mask2[0].w;
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float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
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if (Active > 0)
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{
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float mask = saturate(
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SampleProjectionMask(PositionWS, Mask0) +
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SampleProjectionMask(PositionWS, Mask1)// +
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SampleProjectionMask(PositionWS, Mask1) // +
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//SampleProjectionMask(PositionWS, Mask2)
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);
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@@ -376,45 +416,6 @@ void EnkiBillal_float
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Alpha = (MaskID == 1) ? 0 : 1;
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}
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}
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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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float3 pWS = scaledPositionOS;
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float n0 = PerlinNoise3D(pWS, 2);
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float distort = WorldDistort(pWS + n0 * .2, NormalWS, 1, TriplanarBlend);
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float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
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float grad = 0;
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float cell = 0;
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VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
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float3 v = cell * .8;// * (grad + distort * .1);
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v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
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float3 c = Color * lerp(.9, 1, v);
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// Output
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//Output = 1;
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//if (Step > 0 ) Output *= Color;
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//if (Step > 1 ) Output *= grainAtten;
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//if (Step > 2 ) Output *= dirtAtten;
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//if (Step > 3 ) Output *= shadowAtten;
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//if (Step > 4 ) Output = lerp(Output, Output * .1, stripes * .8);
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Output = c;
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//Output = PerlinColor3D(PositionWS, 5);
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//Output = smoothstep(.97, .93, ao);
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}
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#endif
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