#ifndef ENKI_BILLAL_FULLSCREEN_INCLUDED #define ENKI_BILLAL_FULLSCREEN_INCLUDED #include "Assets/_Content/Shaders/Include/Noises.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" #include "Assets/_Content/Shaders/Postprocess/Include/BlurFullscreen.hlsl" TEXTURE2D_X(_BlurredTexture); SAMPLER(sampler_BlurredTexture); float2 RotateUV(float2 UV, float2 Pivot, float Angle) { float s = sin(Angle); float c = cos(Angle); UV -= Pivot; float2 rotated = float2( UV.x * c - UV.y * s, UV.x * s + UV.y * c ); return rotated + Pivot; } float WorldDistort(float3 PositionWS, float3 NormalWS, float Angle, float TriplanarBlend) { float StripesScale = 60; // Octahedral face normals (4 faces + 3 world axes) float3 octaFaceNormals[7] = { normalize(float3(1, 1, 1)), normalize(float3(-1, 1, 1)), normalize(float3(1, -1, 1)), normalize(float3(-1, -1, 1)), float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1) }; // Octahedral blending mask float sharpness = Remap(0, 1, 1, 16, smoothstep(0, .9, TriplanarBlend)); float octaMask[7]; float hardMax = -1; int hardIdx = 0; for (int i = 0; i < 7; i++) { float d = abs(dot(NormalWS, octaFaceNormals[i])); octaMask[i] = pow(saturate(d), sharpness); if (d > hardMax) { hardMax = d; hardIdx = i; } } float maskSum = 0; for (int i = 0; i < 7; i++) maskSum += octaMask[i]; for (int i = 0; i < 7; i++) octaMask[i] /= max(maskSum, 0.0001); float hardFactor = smoothstep(.9, 1, TriplanarBlend); for (int i = 0; i < 7; i++) { float hard = (i == hardIdx) ? 1.0 : 0.0; octaMask[i] = lerp(octaMask[i], hard, hardFactor); } // Patern float stripes = 0; [unroll] for (int i = 0; i < 7; i++) { float3 n = octaFaceNormals[i]; float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0); float3 tangent = normalize(cross(up, n)); float3 bitangent = normalize(cross(n, tangent)); float angle = i / 7.0 * PI; float2 p = RotateUV(float2(dot(PositionWS, tangent), dot(PositionWS, bitangent)), 0, angle) * StripesScale; float stripe = cos(p.x); stripes += stripe * octaMask[i]; } return stripes; } float Hash21(float2 p) { p = frac(p * float2(123.34, 456.21)); p += dot(p, p + 45.32); return frac(p.x * p.y); } void GetBasisFromNormal(float3 n, out float3 tangent, out float3 bitangent) { float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0); tangent = normalize(cross(up, n)); bitangent = normalize(cross(n, tangent)); } float BipyramidHatch(float3 PositionWS, float3 NormalWS, float Angle, float Scale, float Width) { float3 faceNormals[7] = { normalize(float3(1, 1, 1)), normalize(float3(-1, 1, 1)), normalize(float3(1, -1, 1)), normalize(float3(-1, -1, 1)), float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1) }; float hatchSum = 0; float weightSum = 0; float projectionBlend = 32.0; float hardBlend = 0.85; [unroll] for (int i = 0; i < 7; i++) { float3 n = faceNormals[i]; float w = saturate(abs(dot(NormalWS, n))); w = pow(w, projectionBlend); float hard = step(0.999, w); w = lerp(w, hard, hardBlend); float3 tangent; float3 bitangent; GetBasisFromNormal(n, tangent, bitangent); float2 p = float2(dot(PositionWS, tangent), dot(PositionWS, bitangent)); p = RotateUV(p, 0, Angle); float lines = abs(frac(p.x * Scale) - 0.5); float hatch = smoothstep(Width, Width * 0.65, lines); hatchSum += hatch * w; weightSum += w; } return hatchSum / max(weightSum, 0.0001); } float ComputeOutline(float2 uv, float2 texel, float depthMeters, float3 normalWS, float3 positionWS) { // DEPTH OUTLINE float depthL = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, 0)), _ZBufferParams); float depthR = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, 0)), _ZBufferParams); float depthD = LinearEyeDepth(SampleSceneDepth(uv + float2(0, -texel.y)), _ZBufferParams); float depthU = LinearEyeDepth(SampleSceneDepth(uv + float2(0, texel.y)), _ZBufferParams); float depthDiff = max(abs(depthMeters - depthL), abs(depthMeters - depthR)) + max(abs(depthMeters - depthD), abs(depthMeters - depthU)); float viewFacing = abs(dot(normalWS, normalize(_WorldSpaceCameraPos - positionWS))); float grazingMask = smoothstep(0.08, 0.35, viewFacing); float depthThreshold = max(0.01, depthMeters * 0.03); float depthOutline = smoothstep(depthThreshold, depthThreshold * 3.0, depthDiff); depthOutline *= grazingMask; // NORMAL OUTLINE float3 normalL = normalize(SampleSceneNormals(uv + float2(-texel.x, 0))); float3 normalR = normalize(SampleSceneNormals(uv + float2(texel.x, 0))); float3 normalD = normalize(SampleSceneNormals(uv + float2(0, -texel.y))); float3 normalU = normalize(SampleSceneNormals(uv + float2(0, texel.y))); float normalDiff = distance(normalWS, normalL) + distance(normalWS, normalR) + distance(normalWS, normalD) + distance(normalWS, normalU); float normalOutline = smoothstep(0.6, 0.8, normalDiff); return saturate(normalOutline + depthOutline); } void EnkiBillalFullscreen_float ( float2 UV, out float3 Output ) { // DEPTH float rawDepth = SampleSceneDepth(UV); float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams); float depth01 = Linear01Depth(rawDepth, _ZBufferParams); // POSITION WORLD SPACE float depthForReconstruct = rawDepth; #if !UNITY_REVERSED_Z depthForReconstruct = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, rawDepth); #endif float3 positionWS = ComputeWorldSpacePosition(UV, depthForReconstruct, UNITY_MATRIX_I_VP); // NORMAL WORLD SPACE float3 normalWS = normalize(SampleSceneNormals(UV)); // SCENE COLOR float3 sceneColor = SampleSceneColor(UV); // SETTINGS float outlineAtten = smoothstep(3, 30, depthMeters); float thicknessNoise = (PerlinNoise3D(positionWS, 1.7) - .4) * 18; thicknessNoise *= sqrt(1 - outlineAtten); float thicknessRaw = lerp(thicknessNoise, 1, outlineAtten); float thicknessA = floor(thicknessRaw); float thicknessB = thicknessA + 1; float thicknessBlend = frac(thicknessRaw); float2 texelA = (thicknessA * _ScreenParams.y / 1080) / _ScreenParams.xy; float2 texelB = (thicknessB * _ScreenParams.y / 1080) / _ScreenParams.xy; // OUTLINE float2 uvA = UV; float2 uvB = UV; float outlineA = ComputeOutline(uvA, texelA, depthMeters, normalWS, positionWS); float outlineB = ComputeOutline(uvB, texelB, depthMeters, normalWS, positionWS); float outline = lerp(outlineA, outlineB, thicknessBlend); // COLOR (WIP) float3 pWS = positionWS; //scaledPositionOS; float n0 = PerlinNoise3D(pWS, 2); float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1); float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06; float grad = 0; float cell = 0; VoronoiNoise3D_float(p, 2, 1, 1, grad, cell); float3 v = cell * .8; // * (grad + distort * .1); v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2; float3 c = sceneColor * lerp(.9, 1, v); // DIRT float dirtNoise0 = PerlinNoise3D(positionWS, 30); float dirtNoise1 = PerlinNoise3D(positionWS, 5); float dirt0 = smoothstep(.2, .22, dirtNoise0); float dirt1 = saturate(smoothstep(.01, .02, abs(dot(dirtNoise0, dirtNoise1) - .4)) + dirtNoise1 + outlineAtten); c *= dirt0 * dirt1; // SHADOW float sceneLuminance = dot(sceneColor, float3(.299, .587, .114)); float hatchAtten = smoothstep(15, 1, depthMeters); float hatchMask = smoothstep(.012, .004, sceneLuminance) * hatchAtten; float hatchWidth = lerp(.025, .18, hatchMask) * hatchAtten; float hatchNoise = PerlinNoise3D(positionWS, .85); float hatchLayerMask = smoothstep(.35, .75, hatchNoise); float hatch0 = BipyramidHatch(positionWS, normalWS, .35, 28, hatchWidth); float hatch1 = BipyramidHatch(positionWS + 13.7, normalWS, 1.75, 21, hatchWidth * .85); float hatch2 = BipyramidHatch(positionWS + 31.3, normalWS, 2.45, 26, hatchWidth * .9); float hatch3 = BipyramidHatch(positionWS + 47.9, normalWS, .95, 19, hatchWidth * .8); float hatchesA = saturate(hatch0 + hatch1 * .45); float hatchesB = saturate(hatch2 + hatch3 * .45); float hatches = saturate(hatchesA + hatchesB * hatchLayerMask * .55); c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3); // OUTPUT Output = lerp(c, float3(0.0, 0.0, 0.0), outline); //Output = hatchMask; } #endif