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float getcolor = 0; float2 newUV; float maskY; float maskX; float final; float2 dir[24] = { float2(1.0,1.0), float2(1.0,0.0), float2(-1.0,0.0), float2(-1.0,-1.0), float2(0.5,0.5), float2(0.5,-0.5), float2(-0.5,0.5), float2(-0.5,-0.5), float2(0.84,0.16), float2(0.68,0.33), float2(0.33,0.68), float2(0.16,0.84), float2(-0.84,0.16), float2(-0.68,0.33), float2(-0.33,0.68), float2(-0.16,-0.84), float2(-0.84,-0.16), float2(-0.68,-0.33), float2(-0.33,-0.68), float2(-0.16,-0.84), float2(0.84,-0.16), float2(0.68,-0.33), float2(0.33,-0.68), float2(0.16,-0.84), }; for(int i = 0; i < 24; ++i) { newUV = InUV + (dir[i] * InDistance); if ( newUV.x < 0 | newUV.x > 1 ) { maskX = 0; } else maskX = 1; if ( newUV.y < 0 | newUV.y > 1 ) { maskY = 0; } else maskY = 1; float final = maskX * maskY; getcolor.x += (saturate(Texture2DSample(InTxt,InTxtSampler,newUV) - InWaterLvl)) * final; } return getcolor/24;