Files
Ipseity-Demo/Assets/_Content/Models/Environments/HouseOfLeaves/Shaders/Sand.hlsl
T
2026-05-20 16:29:49 +02:00

80 lines
2.5 KiB
HLSL

#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 Debug
)
{
//float t = frac(_Time.y / 20);
float t = Progression;
t -= RidgedNoise3D(PositionWS, .3, 1, 2, .5) * .3;
float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
//Light mainLight = GetMainLight(0);
//float3 mainLightDir = normalize(mainLight.direction);
//float lightGradient = dot(normalize(NormalWS), normalize(mainLightDir));
//lightGradient = smoothstep(-.5, 1, lightGradient);
//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
// Arks
float arkMask = abs(frac(PositionWS.z * .5) * 2 - 1);
arkMask = pow(smoothstep(.7, 0, arkMask), 2);
arkMask += smoothstep(2.8, 3.2, abs(PositionWS.x));
arkMask = saturate(arkMask);
// Sand
float sandLayers = 6;
float sandDirection = cos(t * sandLayers * 3.14);
float sandDensity = smoothstep(1.5, 0, abs(PositionWS.x));
sandDensity = saturate(sandDensity + arkMask);
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 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;
// 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
Position = PositionWS;
Position.y += sandMask;
Height = sandMask;
Debug = 1;
//Debug = sandFlow;
}
#endif