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Some more water shader refinements, warning:requires latest github SRP

/main
Andre McGrail 7 年前
当前提交
6a066278
共有 8 个文件被更改,包括 300 次插入174 次删除
  1. 4
      Assets/WaterSystem/Sea.mat
  2. 6
      Assets/WaterSystem/SeaVisual.prefab
  3. 2
      Assets/WaterSystem/Shaders/Water.shader
  4. 36
      Assets/WaterSystem/Shaders/WaterCommon.hlsl
  5. 4
      Assets/WaterSystem/Shaders/WaterInput.hlsl
  6. 1
      Assets/WaterSystem/Shaders/WaterTessellation.hlsl
  7. 16
      Assets/WaterSystem/Water.cs
  8. 405
      Assets/scenes/Testing/WaterPerf.unity

4
Assets/WaterSystem/Sea.mat


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6
Assets/WaterSystem/SeaVisual.prefab


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2
Assets/WaterSystem/Shaders/Water.shader


_Perf_Gerstner ("Perf Gerstner Waves", float) = 0
[Toggle(_PERF_FOAM)]
_Perf_Foam ("Perf Foam", float) = 0
//[NoScaleOffset]
//_PeakMap("Peakmap", 2D) = "white" {}
}
SubShader
{

36
Assets/WaterSystem/Shaders/WaterCommon.hlsl


#define _SHADOWS_SOFT
#define _SHADOWS_ENABLED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "GerstnerWaves.cginc"

half4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface??
half4 vertColor : TEXCOORD7;
half4 shadowCoord : TEXCOORD8; // for ssshadows
float4 clipPos : SV_POSITION;
};

half3 Scattering(half depth)
{
return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, float2(saturate(depth * 0.01), 0.75));
return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, half2(saturate(depth * 0.01), 1));
return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, float2(saturate(depth * 0.01), 0.25));
return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, half2(saturate(depth * 0.01), 0));
}
half2 WaterDepth(half3 posWS, half3 viewDir, half2 texcoords, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth

outDepth.x = LinearEyeDepth(d, _ZBufferParams) * additionalData.x - additionalData.y;
half wd = 1-_WaterDepthMap.Sample(sampler_WaterDepthMap, texcoords).r;
outDepth.y = ((wd * _depthCamZParams.y) - 4 - _depthCamZParams.x) + posWS.y;
//outDepth.y += posWS.y;
return outDepth;
}

//after waves
o.clipPos = TransformWorldToHClip(o.posWS);
o.shadowCoord = ComputeScreenPos(o.clipPos);
o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS);
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients

half4 WaterFragment(WaterVertexOutput IN) : SV_Target
{
#if defined (_PERF_VERT) // PERF
half2 screenUV = ComputeNormalizedDeviceCoordinates(IN.clipPos);//screen UVs
screenUV /= half2(_ScreenParams.x * 0.5, -_ScreenParams.y * 0.5);// TODO - might be a SRP fix
half4 screenUV = IN.shadowCoord;//screen UVs
screenUV.xyz /= screenUV.w;
half4 waterFX = _WaterFXMap.Sample(sampler_WaterFXMap, float2(screenUV.x, screenUV.y));
half4 waterFX = _WaterFXMap.Sample(sampler_WaterFXMap, screenUV.xy);
#if !_TESSELLATION // additionalData.y needs more acuracy when not tessellated
float3 viewPos = TransformWorldToView(IN.posWS);
#if !_TESSELLATION // additionalData.x needs more acuracy when not tessellated
half3 viewPos = TransformWorldToView(IN.posWS);
IN.additionalData.x = length(viewPos / viewPos.z);// distance to surface
#endif

// Depth
#if defined (_PERF_DEPTH) // PERF
half2 depth = WaterDepth(IN.posWS, IN.viewDir, (IN.posWS.xz * 0.001) + 0.5, IN.additionalData, half2(screenUV.x, screenUV.y));// TODO - hardcoded shore depth UVs
half2 depth = WaterDepth(IN.posWS, IN.viewDir, (IN.posWS.xz * 0.001) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
#else
half2 depth = 100;
#endif

#endif
// Shadows
//float4 shadowCoord = ComputeShadowCoord(prePosWS);
half shadow = RealtimeShadowAttenuation(prePosWS); //SampleShadowmap(shadowCoord);
half shadow = SampleShadowmap(ComputeScreenSpaceShadowCoords(IN.posWS));
half3 indirectDiffuse = SampleGI(IN.lightmapUVOrVertexSH, normalWS);
//half3 indirectDiffuse = SampleGI(IN.lightmapUVOrVertexSH, normalWS);
float fogFactor = IN.fogFactorAndVertexLight.x;
// Do specular

half shoreMask = saturate((1-depth.y + 1.25) * 0.35);//shore foam
half foamMask = IN.posWS.y - 0.5;
half3 foamBlend = _FoamBlend.Sample(sampler_FoamBlend, half2(foamMask, 0.5));
half foamA = lerp(0, foamMap.b, saturate(foamMask * 4 - 1));
half foamB = lerp(foamMap.g, foamMap.r, saturate(foamMask * 4 - 3));
half foam = lerp(foamA, foamB, saturate(foamMask * 4 - 2)) * (shadow + 0.5);
half foam = length(foamMap * foamBlend);
#else
half foam = 0;
#endif

#if defined (_PERF_COL) // PERF
color *= Absorption(depth.x);// TODO - absoption
color += Scattering(depth.x);// TODO - scattering
color *= saturate(min(shadow + 0.1, 1-fresnelTerm));
color *= saturate(min(shadow + 0.2, 1-fresnelTerm));
#else
color = 0.5;
#endif

}
else if(_DebugPass == 8) // Temp debug
{
return half4(frac(IN.additionalData.y), 0, 0, 1);
return half4(frac(IN.clipPos.xy), 0, 1);
}
else // fallback to output
{

4
Assets/WaterSystem/Shaders/WaterInput.hlsl


TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap);
//TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); // TODO - Grabpass temp replacement
TEXTURE2D(_PeakMap); SAMPLER(sampler_PeakMap);
TEXTURE2D(_FoamBlend); SAMPLER(sampler_FoamBlend);
// Must match Lightweigth ShaderGraph master node
struct SurfaceData

1
Assets/WaterSystem/Shaders/WaterTessellation.hlsl


//o.uv.zw -= wave.position.xz;
o.clipPos = TransformWorldToHClip(o.posWS);
o.shadowCoord = ComputeScreenPos(o.clipPos);
o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS);
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients

16
Assets/WaterSystem/Water.cs


public Gradient _absorptionRampRaw;
public Gradient _scatterRampRaw;
[SerializeField]
private Texture2D _peakRamp;
public Gradient _peakRampRaw;
private Texture2D _foamRamp;
public Gradient _foamRampRaw;
[SerializeField]
public List<Wave> _waves = new List<Wave>();
[SerializeField]

public void GeneratePeakRamp()
{
_peakRamp = new Texture2D(128, 1, TextureFormat.ARGB32, false, false);
_peakRamp.wrapMode = TextureWrapMode.Clamp;
_foamRamp = new Texture2D(128, 1, TextureFormat.ARGB32, false, false);
_foamRamp.wrapMode = TextureWrapMode.Clamp;
cols[i] = _peakRampRaw.Evaluate((float)i / 128f);
cols[i] = _foamRampRaw.Evaluate((float)i / 128f);
_peakRamp.SetPixels(cols);
_peakRamp.Apply();
Shader.SetGlobalTexture("_PeakMap", _peakRamp);
_foamRamp.SetPixels(cols);
_foamRamp.Apply();
Shader.SetGlobalTexture("_FoamBlend", _foamRamp);
}
GerstnerWaves.WaveStruct tempWave = new GerstnerWaves.WaveStruct();

405
Assets/scenes/Testing/WaterPerf.unity


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