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- #ifndef LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
- #define LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
- #include "Noise/ClassicNoise3D.hlsl"
- float Hash(float x) {
- float p = 1;
- #if defined(_TYPE_A)
- p = 43.5453;
- #endif
- return frac(sin(x) * p) * 10;
- }
- void PillarColor_float(float2 UV, float3 ObjectPositionWS, float3 ObjectScale, float3 PositionWS, float3 NormalWS,
- float3 LightDirection, float LightAttenuation, out float3 Color) {
- float noise = 0;
- const float hash = Hash(ObjectPositionWS.x + ObjectPositionWS.y + ObjectPositionWS.z);
- const float3 p = (PositionWS + hash) / ObjectScale * _ScaleFactor;
- #if defined(_TYPE_A)
- noise += ClassicNoise(p * _NoiseScale1 * 1.0) * 1.0;
- noise += ClassicNoise(p * _NoiseScale2 * 2.0) * 0.5;
- #elif defined(_TYPE_B)
- noise = ClassicNoise(p.y * 2 + atan(p.x / p.z) * 50 * _NoiseScale1);
- #elif defined(_TYPE_C)
- noise = ClassicNoise(p.y * _NoiseScale1.x +
- ClassicNoise((UV.x * _NoiseScale1.y *
- sin(p.y * _NoiseScale2.z)) * _NoiseScale2.x) *
- _NoiseScale2.y);
- #endif
- const float section23 = step(_Distribution.x, noise);
- const float section3 = step(_Distribution.y, noise);
- Color = lerp(_Color1, lerp(_Color2, _Color3, section3), section23).rgb;
- // Apply _ColorTop to the faces pointing up.
- const float3 up = float3(0, 1, 0);
- const float isTop = step(1 - _TopSize, dot(up, NormalWS));
- Color = lerp(Color, _ColorTop, isTop);
- const float shadowStrength = _ShadowStrength;
- const float shadowSize = _ShadowSize;
- const float shadowSharpness = _ShadowSharpness;
- const float3 shadowDirection = normalize(-LightDirection + NormalWS * (1 - shadowSize));
- float shadow = saturate(dot(shadowDirection, NormalWS));
- const float shadowBand = (1.0 - shadowSharpness) * 0.5;
- shadow = smoothstep(shadowSize - shadowBand, shadowSize + shadowBand, shadow);
- shadow = lerp(1, shadow, shadowStrength);
- shadow = min(shadow, LightAttenuation);
- shadow = 1 - shadow;
- // Give shadow tint of _ShadowTint and blend it with the color.
- Color = lerp(Color, _ShadowTint.rgb, shadow * _ShadowTint.a);
- }
- #endif // LINE_KIT_DEMOS_DESERT_PILLAR_INCLUDED
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