@@ -16,10 +16,10 @@ Properties
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_ShadowExtraBias( "Shadow Extra Bias" , Range (0.0 , 1.0 )) = 0.01
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// @block Properties
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- _Power( " Power" , Range (0.0 , 1.0 )) = 0.5
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- [HDR ] _Lava ("Lava" , Color ) = (1.0 , 0.0 , 0.0 , 1.0 )
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+ _CellularPower( "Cellular Power" , Range (0.0 , 1.0 )) = 0.5
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+ [HDR ] _LavaEmmisiveHigh ("Lava Emmisive High " , Color ) = (1.0 , 0.0 , 0.0 , 1.0 )
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_Noise( "Noise" , 2D ) = "gray" {}
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- _Threshold( " Threshold" , Range (1.0 , 2.0 )) = 0.5
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+ _FlowThreshold( "Flow Threshold" , Range (1.0 , 2.0 )) = 0.5
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_FlowIntensity( "Flow Intensity" , Range (0.0 , 1.0 )) = 0.2
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_FlowSpeed( "Flow Speed" , Range (0.0 , 5.0 )) = 0.2
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// @endblock
@@ -51,28 +51,28 @@ CGINCLUDE
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#include "Assets/Demoscene/Shaders/Includes/Common.cginc"
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#include "Assets/Demoscene/Shaders/Includes/Noise.cginc"
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- float _Power ;
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+ float _CellularPower ;
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inline float DistanceFunction (float3 pos)
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{
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float2 c = cellular (float2 (pos.xz));
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- float h = pow (c.y - c.x, _Power );
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+ float h = pow (c.y - c.x, _CellularPower );
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float2 c2 = cellular (float2 (3.0 * pos.xz));
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- h += 0.5 * pow ((c2.y - c2.x), _Power );
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+ h += 0.5 * pow ((c2.y - c2.x), _CellularPower );
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float2 c3 = cellular (float2 (20.0 * pos.xz));
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- h += 0.05 * pow ((c3.y - c3.x), _Power );
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+ h += 0.05 * pow ((c3.y - c3.x), _CellularPower );
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h += 0.001 * snoise (50.0 * pos.xz);
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return pos.y - h;
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}
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// @endblock
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// @block PostEffect
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- float4 _Lava ;
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+ float4 _LavaEmmisiveHigh ;
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sampler2D _Noise;
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- float _Threshold ;
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+ float _FlowThreshold ;
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float _FlowIntensity;
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float _FlowSpeed;
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@@ -130,8 +130,8 @@ float lavaFlow(in vec2 p)
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inline void PostEffect (RaymarchInfo ray, inout PostEffectOutput o)
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{
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- o.emission = step (ray.endPos.y, _Threshold + _FlowIntensity * lavaFlow (ray.endPos.xz)) * _Lava ;
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- // o.emission = lavaFlow(ray.endPos.xz) * _Lava ;
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+ o.emission = step (ray.endPos.y, _FlowThreshold + _FlowIntensity * lavaFlow (ray.endPos.xz)) * _LavaEmmisiveHigh ;
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+ // o.emission = lavaFlow(ray.endPos.xz) * _LavaEmmisiveHigh ;
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}
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// @endblock
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