Files
Northbound/Assets/FlatKit/Demos/[Demo] Desert/Shaders/DesertPillar.hlsl
2026-01-25 11:27:33 +09:00

57 lines
2.3 KiB
HLSL

#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