feat: Main shader detailMap A & B

This commit is contained in:
Alexandre Coirier
2026-06-17 22:01:39 +02:00
parent 410fedd8c7
commit fae42b1bda
19 changed files with 1563 additions and 92 deletions
+14
View File
@@ -49,6 +49,14 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _DetailMapA:
m_Texture: {fileID: 2800000, guid: ac9246e67e5a7074891004cac50fa17b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMapB:
m_Texture: {fileID: 2800000, guid: 9d9cc54c701e4c747acf8fa345bccb58, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EnkiBillalCustomFunction_c5d342277052409f87283f2c60ccf3a1_DetailTex_13_Texture2D: - _EnkiBillalCustomFunction_c5d342277052409f87283f2c60ccf3a1_DetailTex_13_Texture2D:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@@ -84,16 +92,22 @@ Material:
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- _Cull: 2 - _Cull: 2
- _Cutoff: 0.5 - _Cutoff: 0.5
- _DetailIntensityA: 0.5
- _DetailIntensityB: 0.5
- _DetailSize: 1 - _DetailSize: 1
- _DetailSizeA: 0.8
- _DetailSizeB: 1
- _DstBlend: 0 - _DstBlend: 0
- _DstBlendAlpha: 0 - _DstBlendAlpha: 0
- _FogMax: 15 - _FogMax: 15
- _FogMin: 0 - _FogMin: 0
- _FogUse: 0
- _GrainSize: 0.4 - _GrainSize: 0.4
- _GrainStrength: 0.2 - _GrainStrength: 0.2
- _HighlightMax: 1 - _HighlightMax: 1
- _HighlightMin: 0.5 - _HighlightMin: 0.5
- _MaskID: 0 - _MaskID: 0
- _NormaStrength: 1
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- _QueueControl: 0 - _QueueControl: 0
- _QueueOffset: 0 - _QueueOffset: 0
@@ -53,6 +53,14 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 2800000, guid: ac9246e67e5a7074891004cac50fa17b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMapB:
m_Texture: {fileID: 2800000, guid: 9d9cc54c701e4c747acf8fa345bccb58, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask: - _DetailMask:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@@ -110,13 +118,18 @@ Material:
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- _DetailIntensityB: 0.5
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DetailSize: 1 - _DetailSize: 1
- _DetailSizeA: 0.8
- _DetailSizeB: 1
- _DstBlend: 0 - _DstBlend: 0
- _DstBlendAlpha: 0 - _DstBlendAlpha: 0
- _EnvironmentReflections: 1 - _EnvironmentReflections: 1
- _FogMax: 15 - _FogMax: 15
- _FogMin: 0 - _FogMin: 0
- _FogUse: 0
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0
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@@ -4334,18 +4707,27 @@
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@@ -54,15 +54,15 @@ float GetShadow(float3 PositionWS)
void GetDetailLOD void GetDetailLOD
( (
float Depth, float Depth,
float DetailSize, float DetailSizeA,
float LODJitter, float LODJitter,
out float DetailSizeA, out float DetailSizeAA,
out float DetailSizeB, out float DetailSizeAB,
out float LODBlend out float LODBlend
) )
{ {
const float lodRatio = 4; const float lodRatio = 4;
const float lodSize = DetailSize / lodRatio * 2; const float lodSize = DetailSizeA / lodRatio * 2;
float dist = max(Depth, 1e-5); float dist = max(Depth, 1e-5);
float lod = log(dist) / log(lodRatio) + LODJitter; // log2(dist); float lod = log(dist) / log(lodRatio) + LODJitter; // log2(dist);
@@ -72,8 +72,8 @@ void GetDetailLOD
LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac); LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac);
DetailSizeA = lodSize * pow(lodRatio, lodFloor); DetailSizeAA = lodSize * pow(lodRatio, lodFloor);
DetailSizeB = lodSize * pow(lodRatio, lodFloor + 1); DetailSizeAB = lodSize * pow(lodRatio, lodFloor + 1);
} }
float4 SampleBombedTexture float4 SampleBombedTexture
@@ -201,7 +201,7 @@ float4 SampleProjectedDetailLOD
float3 PositionOS, float3 PositionOS,
float3 NormalOS, float3 NormalOS,
float ProjectionBlend, float ProjectionBlend,
float DetailSize, float DetailSizeA,
float Depth float Depth
) )
{ {
@@ -225,30 +225,30 @@ float4 SampleProjectedDetailLOD
float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength; float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength;
float detailSizeA; float DetailSizeAA;
float detailSizeB; float DetailSizeAB;
float lodBlend; float lodBlend;
GetDetailLOD GetDetailLOD
( (
Depth, Depth,
DetailSize, DetailSizeA,
lodJitter, lodJitter,
detailSizeA, DetailSizeAA,
detailSizeB, DetailSizeAB,
lodBlend lodBlend
); );
float4 detailA = SampleBombedTexture float4 detailA = SampleBombedTexture
( (
DetailTex, DetailTex,
projections.uv[i] / detailSizeA projections.uv[i] / DetailSizeAA
); );
float4 detailB = SampleBombedTexture float4 detailB = SampleBombedTexture
( (
DetailTex, DetailTex,
projections.uv[i] / detailSizeB projections.uv[i] / DetailSizeAB
); );
detail += lerp(detailA, detailB, lodBlend) * mask; detail += lerp(detailA, detailB, lodBlend) * mask;
@@ -261,12 +261,16 @@ float4 SampleProjectedDetailLOD
void EnkiBillal_float void EnkiBillal_float
( (
float4 Color, float4 Color,
UnityTexture2D DetailTex, UnityTexture2D DetailTexA,
UnityTexture2D DetailTexB,
float2 ScreenUV, float2 ScreenUV,
float3 PositionWS, float3 PositionWS,
float3 NormalWS, float3 NormalWS,
float ProjectionsBlend, float ProjectionsBlend,
float DetailSize, float DetailIntensityA,
float DetailIntensityB,
float DetailSizeA,
float DetailSizeB,
uint FogUse, uint FogUse,
float4 FogColor, float4 FogColor,
float FogMin, float FogMin,
@@ -294,25 +298,38 @@ void EnkiBillal_float
// Detail // Detail
float4 detail = SampleProjectedDetailLOD float4 detailA = SampleProjectedDetailLOD
( (
DetailTex, DetailTexA,
positionOS, positionOS,
normalOS, normalOS,
ProjectionsBlend, ProjectionsBlend,
DetailSize, DetailSizeA,
depth depth
); );
float detailMask = smoothstep(0, .8, detail.a); float4 detailB = SampleProjectedDetailLOD
(
DetailTexB,
positionOS,
normalOS,
ProjectionsBlend,
DetailSizeB,
depth
);
float detailMaskA = smoothstep(0, .8, detailA.a);
float detailMaskB = smoothstep(0, .8, detailB.a);
// Fog // Fog
// Output // Output
Output = Color.rgb; Output = Color.rgb;
Output = lerp(Output.rgb, detail.rgb, detailMask); Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
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