74 lines
2.2 KiB
HLSL
74 lines
2.2 KiB
HLSL
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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float2 WorldToScreenUV(float3 posWS)
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{
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float4 clip = TransformWorldToHClip(posWS);
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float2 ndc = clip.xy / clip.w; // [-1, 1]
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return ndc * .5 + .5; // [0, 1]
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}
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float3 GetBillboardPositionWS(float3 PositionOS, float3 PivotWS, float3 ViewDirWS)
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{
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float3 upWS = normalize(TransformObjectToWorldDir(float3(0, 1, 0)));
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float3 rightWS = cross(upWS, ViewDirWS);
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if (dot(rightWS, rightWS) < 1e-5)
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rightWS = normalize(TransformObjectToWorldDir(float3(1, 0, 0)));
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else
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rightWS = normalize(rightWS);
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float3 forwardWS = normalize(cross(rightWS, upWS));
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return PivotWS + PositionOS.x * rightWS + PositionOS.y * upWS + PositionOS.z * forwardWS;
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}
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float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
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{
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float taper = lerp(Scale.z, 1, saturate(PositionOS.y));
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float3 p = PositionOS;
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p.xy *= Scale.xy;
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p.x *= taper;
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return p;
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}
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void Ray_float
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(
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float3 Color,
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float3 PositionOS,
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float4 ScreenPos,
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uint Orthographic,
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out float3 OutPosition,
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out float3 OutColor
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)
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{
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float3 pivot = TransformObjectToWorld(float3(0, 0, 0));
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float3 scale = float3
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(
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length(TransformObjectToWorld(float3(1, 0, 0)) - pivot),
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length(TransformObjectToWorld(float3(0, 1, 0)) - pivot),
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length(TransformObjectToWorld(float3(0, 0, 1)) - pivot)
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);
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float3 viewDir = lerp(normalize(pivot - _WorldSpaceCameraPos.xyz), GetViewForwardDir(), Orthographic);
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float3 pOS_0 = ApplayerTaperAndScale(PositionOS, scale);
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float3 pOS_1 = ApplayerTaperAndScale(float3( .5, PositionOS.y, 0), scale);
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float3 pOS_2 = ApplayerTaperAndScale(float3(-.5, PositionOS.y, 0), scale);
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float3 pWS_0 = GetBillboardPositionWS(pOS_0, pivot, viewDir);
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float3 pWS_1 = GetBillboardPositionWS(pOS_1, pivot, viewDir);
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float3 pWS_2 = GetBillboardPositionWS(pOS_2, pivot, viewDir);
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float2 pSC_0 = ScreenPos.xy;
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float2 pSC_1 = WorldToScreenUV(pWS_1);
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float2 pSC_2 = WorldToScreenUV(pWS_2);
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float2 uv = float2(distance(pSC_0.x, pSC_2.x) / distance(pSC_1.x, pSC_2.x), pOS_0.y / scale.y);
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OutPosition = TransformWorldToObject(pWS_0);
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OutColor = float3(uv, 0);
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} |