#ifndef SAND_INCLUDED #define SAND_INCLUDED //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Assets/_Content/Shaders/Include/Noises.hlsl" void Sand_float ( float Progression, float3 PositionWS, float3 NormalWS, out float3 Position, out float Height, out float Alpha ) { float t = Progression; t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3; float depth = length(PositionWS - _WorldSpaceCameraPos.xyz); float arkMask = 0; // Sand float sandLayers = 6; float sandDirection = cos(t * sandLayers * 3.14); float sandPatern = RidgedNoise3D(PositionWS + float3(sandDirection, 0, 0), .6, 1, 2, .5) * .8; sandPatern += 1 - RidgedNoise3D(PositionWS + float3(0, 0, t * sandLayers * 2), .8, 2, 2, .5) * .2; float sandDensity = sqrt(smoothstep(0, 2, abs(PositionWS.x) + sandPatern)); float sandGradientSign = (floor(t * sandLayers) % 2 == 0) ? 1 : -1; float sandGradient = smoothstep(2 * -sandGradientSign, 2 * sandGradientSign, PositionWS.x); float sandPhase = frac(t * sandLayers); float sandFlow = smoothstep(sandPhase * 2, sandPhase * 2 - 1, sandGradient); sandFlow = (sandFlow + floor(t * sandLayers)) / sandLayers; float sandMask = sandFlow * 1.5 - t * .8 + (sandPatern * 2 - 1) * sandDensity * t * .3; sandMask *= sandDensity * .7 + .3; // Output Position = PositionWS; Position.y += sandMask; Height = sandMask; Alpha = smoothstep(1, .5, abs(smoothstep(-20, 20, PositionWS.x) * 2 - 1)); } #endif