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