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Tweaks to water shader and fixed lifetime issue for caustics material

/main
Andre McGrail 4 年前
当前提交
625fd653
共有 38 个文件被更改,包括 1646 次插入1184 次删除
  1. 1
      .gitignore
  2. 4
      Assets/Data/UniversalRP/BoatDemoRenderer.asset
  3. 2
      Assets/Data/WaterSurfaceData.asset
  4. 5
      Assets/Materials/BlackoutBackface.mat
  5. 5
      Assets/Materials/Blocker.mat
  6. 5
      Assets/Materials/BushTest.mat
  7. 5
      Assets/Materials/Seaweed.mat
  8. 3
      Assets/Materials/Splash.mat
  9. 5
      Assets/Materials/StudioLight.mat
  10. 5
      Assets/Materials/StudioLight_Bright.mat
  11. 3
      Assets/Materials/Terrain.mat
  12. 104
      Assets/Objects/Levels/Island/Environment Objects.prefab
  13. 11
      Assets/Objects/Levels/Island/Terrain_0_0.asset
  14. 8
      Assets/Objects/Levels/Island/Terrain_1_0.asset
  15. 157
      Assets/Objects/UI/prefabs/MainMenuUI.prefab
  16. 32
      Assets/Objects/boats/Interceptor/_Interceptor.prefab
  17. 424
      Assets/Objects/boats/_BoatBase.prefab
  18. 45
      Assets/Objects/environment/Clouds/Clouds.prefab
  19. 7
      Assets/Objects/environment/Trees/Maps/Trees_Albedo.png.meta
  20. 14
      Assets/Objects/misc/Main Camera.prefab
  21. 5
      Assets/Objects/props/props/Materials/Matr_Props.mat
  22. 456
      Assets/Shaders/CliffShader.ShaderGraph
  23. 4
      Assets/Shaders/CustomLighting.hlsl
  24. 209
      Assets/scenes/demo_Island.unity
  25. 10
      Packages/com.verasl.water-system/Materials/Sea.mat
  26. 18
      Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs
  27. 53
      Packages/com.verasl.water-system/Shaders/Caustics.shader
  28. 2
      Packages/com.verasl.water-system/Shaders/Water.shader
  29. 35
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  30. 26
      Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
  31. 32
      Packages/com.verasl.water-system/Textures/WaterSurface_atlas.tif
  32. 9
      Packages/com.verasl.water-system/Textures/WaterSurface_atlas.tif.meta
  33. 983
      Packages/com.verasl.water-system/Textures/WaterSurface_single.tif
  34. 44
      Packages/com.verasl.water-system/Textures/WaterSurface_single.tif.meta
  35. 13
      Packages/manifest.json
  36. 63
      Assets/scenes/demo_IslandSettings.lighting
  37. 8
      Assets/scenes/demo_IslandSettings.lighting.meta
  38. 15
      ProjectSettings/URPProjectSettings.asset

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.gitignore


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Assets/Data/UniversalRP/BoatDemoRenderer.asset


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文件差异内容过多而无法显示
查看文件

8
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文件差异内容过多而无法显示
查看文件

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文件差异内容过多而无法显示
查看文件

4
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209
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m_ShaderKeywords: _GLOSSINESS_FROM_BASE_ALPHA _REFLECTION_PLANARREFLECTION _SPECULAR_COLOR
_STATIC_WATER
m_ShaderKeywords: _DEBUG_DIFFUSE _DEBUG_OFF _GLOSSINESS_FROM_BASE_ALPHA _REFLECTION_PLANARREFLECTION
_SPECULAR_COLOR _STATIC_WATER
m_LightmapFlags: 6
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1

m_Floats:
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- _BumpScale: 0.35
- _BumpScale: 0.25
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- _GlossMapScale: 1

- _SpecSource: 0
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- _Static: 0
- _Surface: 0
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []

18
Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs


if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
return;
WaterCausticMaterial.SetMatrix("_MainLightDir", RenderSettings.sun.transform.localToWorldMatrix);
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
using (new ProfilingScope(cmd, m_WaterCaustics_Profile))
{

var position = cam.transform.position;
position.y = 0; // TODO should read a global 'water height' variable.
var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
// Setup the CommandBuffer and draw the mesh with the caustic material and matrix
cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0);
}

causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics");
if (causticShader == null) return;
_causticMaterial = _causticMaterial ? _causticMaterial : new Material(causticShader);
if (_causticMaterial)
{
DestroyImmediate(_causticMaterial);
}
_causticMaterial = CoreUtils.CreateEngineMaterial(causticShader);
_causticMaterial.SetFloat("_BlendDistance", settings.causticBlendDistance);
switch (settings.debug)
{
case WaterSystemSettings.DebugMode.Caustics:

public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterFxPass);
if(_causticMaterial == null)
renderer.EnqueuePass(m_CausticsPass);
renderer.EnqueuePass(m_CausticsPass);
}
/// <summary>

{
[Header("Caustics Settings")] [Range(0.1f, 1f)]
public float causticScale = 0.25f;
public float causticBlendDistance = 3f;
[Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled;

53
Packages/com.verasl.water-system/Shaders/Caustics.shader


}
SubShader
{
// No culling or depth
Cull Off
ZWrite Off
Pass

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 shader_feature _DEBUG

float2 uv : TEXCOORD0;
float4 screenpos : TEXCOORD1;
float4 positionOS : SV_POSITION;
float3 positionWS : TEXCOORD2;
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
half _MaxDepth;
half4x4 _MainLightDir;
#ifdef UNITY_REVERSED_Z
depth = 1 - depth;
#endif
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1));
float3 worldPos = raw.rgb / raw.a;
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth * 2 - 1, 1));
float3 worldPos = raw.rgb / raw.a;
return worldPos;
}

//anim
float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1;
return uv + offset * 0.25;
float2 uv = rawUV * _Size;
return uv + offset * 0.1;
}
Varyings vert (Attributes input)

output.positionOS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.screenpos = ComputeScreenPos(output.positionOS);
output.uv = float2(input.uv.x, 1.0 - input.uv.y);
return output;

{
float4 screenPos = input.screenpos / input.screenpos.w;
real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, screenPos.xy);
real depth = SampleSceneDepth(screenPos.xy);
float3 WorldPos = ReconstructWorldPos(screenPos.xy, depth);
Light mainLight = GetMainLight();
float3 lightPos = mul(WorldPos, _MainLightDir).xyz;
float3 worldPos = ReconstructWorldPos(screenPos.xy, depth);
float2 uv = worldPos.xz * 0.025 + _Time.x * 0.25;
float2 uv = WorldPos.xz * 0.025 + _Time.x * 0.25;
float2 causticUV = CausticUVs(worldPos.xz, waveOffset);
float2 causticUV = CausticUVs(lightPos.xy, waveOffset);
half upperMask = saturate(-worldPos.y + _WaterLevel);
half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
half upperMask = saturate(-WorldPos.y + _WaterLevel);
half lowerMask = saturate((WorldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
float3 caustics = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV, abs(worldPos.y - _WaterLevel) * 5 / _BlendDistance).bbb;
//return real4(caustics, 1);
float4 ref1 = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV + _Time.x, abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance);
float4 ref2 = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV * 2, abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance);
float ref = (ref1.z * ref2.z) * 10 + ref1.z + ref2.z;
float3 caustics = ref * min(upperMask, lowerMask);
caustics *= float3(ref1.w * 0.5, ref2.w * 0.75, ref2.x) * mainLight.color;
half3 output = caustics + 1;
return real4(caustics * min(upperMask, lowerMask), 1);
return real4(caustics, 1);
caustics *= min(upperMask, lowerMask) * 2;
return real4(caustics + 1, 1);
return real4(output, 1);
}
ENDHLSL
}

2
Packages/com.verasl.water-system/Shaders/Water.shader


_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
[Toggle(_STATIC_SHADER)] _Static ("Static", Float) = 0
[KeywordEnum(Off, SSS, Reflection, Normal, Fresnel, WaterEffects, WaterDepth)] _Debug ("Debug mode", Float) = 0
}
SubShader
{

#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ USE_STRUCTURED_BUFFER
#pragma shader_feature _ _STATIC_SHADER
#pragma shader_feature _DEBUG_OFF _DEBUG_SSS _DEBUG_REFLECTION _DEBUG_NORMAL _DEBUG_FRESNEL _DEBUG_WATEREFFECTS _DEBUG_WATERDEPTH
// -------------------------------------
// Lightweight Pipeline keywords

35
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


half depthMulti = 1 / _MaxDepth;
// Lighting
half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
#ifndef _STATIC_WATER
jitterUV += frac(_Time.zw);
#endif
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV).xyz * 2 - 1;
float3 lightJitter = IN.posWS + jitterTexture.xzy * 2.5;
Light mainLightJittered = GetMainLight(TransformWorldToShadowCoord(lightJitter));
half shadow = mainLightJittered.shadowAttenuation;
half shadow = SoftShadows(screenUV, IN.posWS);
half3 GI = SampleSH(IN.normal);
// SSS

//return fresnelTerm.xxxx;
BRDFData brdfData;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, brdfData);
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData);
half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color;
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();

sss *= Scattering(depth.x * depthMulti);
// Reflections
half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0);
reflection = clamp(reflection + spec, 0, 1024) * depthEdge;
half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, 0.0);
// Final Colouring
half3 diffuse = refraction + sss;
half3 comp = lerp(reflection + diffuse, foam, foamMask); //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
half3 comp = lerp(lerp(refraction, reflection, fresnelTerm) + sss + spec, foam, foamMask); //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
return half4(comp, 1);
#if defined(_DEBUG_SSS)
return half4(sss, 1);
#elif defined(_DEBUG_REFLECTION)
return half4(reflection, 1);
#elif defined(_DEBUG_NORMAL)
return half4(IN.normal.x * 0.5 + 0.5, 0, IN.normal.z * 0.5 + 0.5, 1);
#elif defined(_DEBUG_FRESNEL)
return half4(fresnelTerm.xxx, 1);
#elif defined(_DEBUG_WATEREFFECTS)
return half4(waterFX);
#elif defined(_DEBUG_WATERDEPTH)
return half4(frac(depth), 1);
#else
return half4(comp, 1);
#endif
//return SAMPLE_TEXTURE2D(_PlanarReflectionTexture, sampler_ScreenTextures_linear_clamp, screenUV);
//return half4(spec, 1); // debug line
//return half4(diffuse, 1); // debug line

26
Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl


half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{
return pow(1.0 - saturate(dot(normalWS, viewDirectionWS)), 10);//fresnel TODO - find a better place
return pow(1.0 - (saturate(dot(normalWS, viewDirectionWS)) - 0.05), 5);//fresnel TODO - find a better place
}
///////////////////////////////////////////////////////////////////////////////

return specularTerm * mainLight.color * mainLight.distanceAttenuation;
}
//Soft Shadows
half SoftShadows(float3 screenUV, float3 positionWS)
{
half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
half shadowAttenuation = 0;
uint loop = 4;
float loopDiv = 1.0 / loop;
for (uint i = 0u; i < loop; ++i)
{
#ifndef _STATIC_WATER
jitterUV += frac(half2(_Time.x, -_Time.z));
#endif
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV + i * _ScreenParams.xy).xyz * 2 - 1;
float3 lightJitter = positionWS + jitterTexture.xzy * 2;
shadowAttenuation += SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture, TransformWorldToShadowCoord(lightJitter));
}
return shadowAttenuation * loopDiv;
}
half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, half fresnelTerm, half roughness)
half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, half roughness)
{
half3 reflection = 0;
half2 refOffset = 0;

#endif
//do backup
//return reflectVector.yyy;
return reflection * fresnelTerm;
return reflection;
}
#endif // WATER_LIGHTING_INCLUDED

32
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