#ifndef SKYBOX_INCLUDED #define SKYBOX_INCLUDED #include "Assets/_Content/Shaders/Include/Noises.hlsl" void Skybox_float ( float3 ColorA, float3 ColorB, float3 ColorC, float3 ColorD, float3 PositionOS, out float3 Color ) { float t = _Time.y; float gradient = length(PositionOS - float3(0, 0, 50)); gradient += FBMNoise3D(PositionOS + float3(0, 0, t * 10), .1, 3, 2, .5) * 20 - 15; gradient -= RidgedNoise3D(PositionOS + gradient * .3 + float3(0, 0, t * 4), .1, 1, 2, .5) * 7; float3 c = ColorD; c = lerp(c, ColorC, smoothstep(40, 0, gradient)); c = lerp(c, ColorB, smoothstep(26, 0, gradient)); c = lerp(c, ColorA, smoothstep(18, 0, gradient)); // Test //float test = ValueNoise3D(PositionWS, 40); //float test = PerlinNoise3D(PositionWS, 40); //float test = PerlinNoise3DLOD(PositionWS, 100, 3.5); //float test = SimplexNoise3D(PositionWS, 40); //float test = WorleyNoise3D(PositionWS, 40, 1); //float id; //float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id); //float test = FBMNoise3D(PositionWS, 10, 2, 2, .5); //float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5); // Output Color = c; } #endif