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- #ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
- #define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
- #include "Noise/ClassicNoise2D.hlsl"
- float Hash(float x) {
- return frac(sin(x)) * 1000;
- }
- void CloudAlpha_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, out float Alpha) {
- const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.z);
- float noise = 0;
- const float2 p = (PositionWS.xz + hash) / ObjectScale.xz * _ScaleFactor;
- noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
- noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
- // Fade out close to UV edges.
- const float2 edgeDistances = saturate(abs(UV - 0.5) * 2.0 - 0.5);
- noise *= saturate(1.0 - length(edgeDistances) / _FadeOutDistance);
- Alpha = noise;
- }
- #endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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