Files
Ipseity-Demo/Assets/_Content/Models/VFX/Ray/Shaders/include/Ray.hlsl
T

96 lines
3.0 KiB
HLSL

#include "Assets/_Content/Shaders/Include/Noises.hlsl"
float2 WorldToScreenUV(float3 posWS)
{
float4 clip = TransformWorldToHClip(posWS);
float2 ndc = clip.xy / clip.w; // [-1, 1]
return ndc * .5 + .5; // [0, 1]
}
float3 GetBillboardPositionWS(float3 PositionOS, float3 PivotWS, float3 ViewDirWS)
{
float3 upWS = normalize(TransformObjectToWorldDir(float3(0, 1, 0)));
float3 rightWS = cross(upWS, ViewDirWS);
if (dot(rightWS, rightWS) < 1e-5)
rightWS = normalize(TransformObjectToWorldDir(float3(1, 0, 0)));
else
rightWS = normalize(rightWS);
float3 forwardWS = normalize(cross(rightWS, upWS));
return PivotWS + PositionOS.x * rightWS + PositionOS.y * upWS + PositionOS.z * forwardWS;
}
float3 ApplayerTaperAndScale(float3 PositionOS, float3 Scale)
{
float taper = lerp(1, Scale.z, saturate(PositionOS.y));
float3 p = PositionOS;
p.xy *= Scale.xy;
p.x *= taper;
return p;
}
void Ray_float
(
float Size,
float Speed,
float Intensity,
float4 Color,
float3 PositionOS,
float4 ScreenPos,
uint Orthographic,
float UvDebug,
out float3 OutPosition,
out float3 OutColor
)
{
float3 pivot = TransformObjectToWorld(float3(0, 0, 0));
float3 scale = float3
(
length(TransformObjectToWorld(float3(1, 0, 0)) - pivot),
length(TransformObjectToWorld(float3(0, 1, 0)) - pivot),
length(TransformObjectToWorld(float3(0, 0, 1)) - pivot)
);
float3 viewDir = lerp(normalize(pivot - _WorldSpaceCameraPos.xyz), GetViewForwardDir(), Orthographic);
float3 pOS_0 = ApplayerTaperAndScale(PositionOS, scale);
float3 pOS_1 = ApplayerTaperAndScale(float3( .5, PositionOS.y, 0), scale);
float3 pOS_2 = ApplayerTaperAndScale(float3(-.5, PositionOS.y, 0), scale);
float3 pWS_0 = GetBillboardPositionWS(pOS_0, pivot, viewDir);
float3 pWS_1 = GetBillboardPositionWS(pOS_1, pivot, viewDir);
float3 pWS_2 = GetBillboardPositionWS(pOS_2, pivot, viewDir);
float2 pSC_0 = ScreenPos.xy;
float2 pSC_1 = WorldToScreenUV(pWS_1);
float2 pSC_2 = WorldToScreenUV(pWS_2);
float2 uv = float2(distance(pSC_0.x, pSC_2.x) / distance(pSC_1.x, pSC_2.x), pOS_0.y / scale.y);
float mask = smoothstep(1, .2, abs(uv.x * 2 - 1));
mask *= smoothstep(0, .1, uv.y);
mask *= pow(smoothstep(1, .3, uv.y * .95), 2);
mask *= smoothstep(1, .98, dot(-viewDir, normalize(TransformObjectToWorldDir(float3(0, 1, 0)))));
float noise = 1;
if (Intensity > 0)
{
float3 noisePos = pivot;
noisePos += float3(uv.x - .5, 0 /*uv.y * .05 / scale.x*/, _Time.y / scale.x / scale.z / Size * Speed * .2);
noise = SimplexNoise3D(noisePos, scale.x * scale.z * Size);
noise = lerp(1, noise, Intensity);
}
OutPosition = TransformWorldToObject(pWS_0);
OutColor = saturate(noise * mask) * Color.rgb * Color.a;
if (UvDebug > 0)
OutColor = lerp(OutColor, float3(uv, 0), UvDebug);
}