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Shader "Hidden/BoatAttack/Caustics"
{
Properties
{
//Vector1_F3303B3C("Speed", Float) = 0.5
_Size("Size", Float) = 0.5
[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
_WaterLevel("WaterLevel", Float) = 0
_BlendDistance("BlendDistance", Float) = 3
//Vector1_CD857B77("CausticsRGB Split", Float) = 2
//Color blends
[HideInInspector] _SrcBlend("__src", Float) = 2.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
}
SubShader
{
ZWrite Off
Pass
{
Blend [_SrcBlend] [_DstBlend], One Zero
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#pragma multi_compile _ _DEBUG
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 screenpos : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
half _Size;
half _WaterLevel;
half _MaxDepth;
half _BlendDistance;
half4x4 _MainLightDir;
// World Posision reconstriction
float3 ReconstructWorldPos(half2 screenPos, float depth)
{
float4x4 mat = UNITY_MATRIX_I_VP;
#if UNITY_REVERSED_Z
mat._12_22_32_42 = -mat._12_22_32_42;
#else
depth = depth * 2 - 1;
#endif
float4 raw = mul(mat, float4(screenPos * 2 - 1, depth, 1));
float3 worldPos = raw.rgb / raw.a;
return worldPos;
}
// Can be done per-vertex
float2 CausticUVs(float2 rawUV, float2 offset)
{
float2 uv = rawUV * _Size;
return uv + offset * 0.1;
}
Varyings vert (Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.screenpos = ComputeScreenPos(output.positionCS);
return output;
}
real4 frag (Varyings input) : SV_Target
{
float4 screenPos = input.screenpos / input.screenpos.w;
// Get depth
real depth = SampleSceneDepth(screenPos.xy);
// Get main light
Light MainLight = GetMainLight();
// Reconstruct Position of objects in depth map
float4 WorldPos = ReconstructWorldPos(screenPos.xy, depth).xyzz;
// Get light direction and use it to rotate the world position
float3 LightUVs = mul(WorldPos, _MainLightDir).xyz;
// Read wave texture for noise to offset cautics UVs
float2 uv = WorldPos.xz * 0.025 + _Time.x * 0.25;
float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, uv).w - 0.5;
float2 causticUV = CausticUVs(LightUVs.xy, waveOffset);
float LodLevel = abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance;
float4 A = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV + _Time.x, LodLevel);
float4 B = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV * 2.0, LodLevel);
float CausticsDriver = (A.z * B.z) * 10 + A.z + B.z;
// Mask caustics from above water and fade below
half upperMask = saturate(-WorldPos.y + _WaterLevel);
half lowerMask = saturate((WorldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
CausticsDriver *= min(upperMask, lowerMask);
// Fake light dispersion
half3 Caustics = CausticsDriver * half3(A.w * 0.5, B.w * 0.75, B.x) * MainLight.color;
#ifdef _DEBUG
return real4(Caustics, 1.0);
#endif
// Add 1 for blending level to work nicely
return real4(Caustics + 1.0, 1.0);
}
ENDHLSL
}
}
}