#include "common.hlsli" uniform float4 m_actor_params; uniform float4 m_affects; struct v2p { float2 tc0: TEXCOORD0; // base float3 tc1: TEXCOORD1; // environment float4 c0: COLOR0; // sun.(fog*fog) }; float get_noise(float2 co) { return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5; }; ////////////////////////////////////////////////////////////////////////////////////////// float4 main( v2p I ) : SV_Target { float4 t_base = s_base.Sample ( smp_base, I.tc0); t_base.a = (I.tc0.x < m_actor_params.a) ? 1 : 0; t_base.r += (0.1 < m_actor_params.a) ? 0 : 0.5; t_base.g -= (0.1 < m_actor_params.a) ? 0 : 0.5; // Шум при выбросе float noise = get_noise(I.tc0*timers.z) * m_affects.x * m_affects.x * 30; t_base.r += noise; t_base.g += noise; t_base.b += noise; t_base.xyz = detonemap(t_base.xyz); return float4 (t_base.r, t_base.g, t_base.b, t_base.a); }