#ifndef WATER_COMMON_INCLUDED #define WATER_COMMON_INCLUDED #define SHADOWS_SCREEN 0 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "WaterInput.hlsl" #include "CommonUtilities.hlsl" #include "GerstnerWaves.hlsl" #include "WaterLighting.hlsl" /////////////////////////////////////////////////////////////////////////////// // Structs // /////////////////////////////////////////////////////////////////////////////// struct WaterVertexInput // vert struct { float4 vertex : POSITION; // vertex positions float2 texcoord : TEXCOORD0; // local UVs UNITY_VERTEX_INPUT_INSTANCE_ID }; struct WaterVertexOutput // fragment struct { float4 uv : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw float3 posWS : TEXCOORD1; // world position of the vertices half3 normal : NORMAL; // vert normals float3 viewDir : TEXCOORD2; // view direction float3 preWaveSP : TEXCOORD3; // screen position of the verticies before wave distortion half2 fogFactorNoise : TEXCOORD4; // x: fogFactor, y: noise float4 additionalData : TEXCOORD5; // x = distance to surface, y = distance to surface, z = normalized wave height, w = horizontal movement half4 shadowCoord : TEXCOORD6; // for ssshadows float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /////////////////////////////////////////////////////////////////////////////// // Water debug functions // /////////////////////////////////////////////////////////////////////////////// half3 DebugWaterFX(half3 input, half4 waterFX, half screenUV) { input = lerp(input, half3(waterFX.y, 1, waterFX.z), saturate(floor(screenUV + 0.7))); input = lerp(input, waterFX.xxx, saturate(floor(screenUV + 0.5))); half3 disp = lerp(0, half3(1, 0, 0), saturate((waterFX.www - 0.5) * 4)); disp += lerp(0, half3(0, 0, 1), saturate(((1-waterFX.www) - 0.5) * 4)); input = lerp(input, disp, saturate(floor(screenUV + 0.3))); return input; } /////////////////////////////////////////////////////////////////////////////// // Water shading functions // /////////////////////////////////////////////////////////////////////////////// half3 Scattering(half depth) { return SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(depth, 0.375h)).rgb; } half3 Absorption(half depth) { return SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(depth, 0.0h)).rgb; } float2 AdjustedDepth(half2 uvs, half4 additionalData) { float rawD = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_ScreenTextures_linear_clamp, uvs); float d = LinearEyeDepth(rawD, _ZBufferParams); // TODO: Changing the usage of UNITY_REVERSED_Z this way to fix testing, but I'm not sure the original code is correct anyway. // In OpenGL, rawD should already have be remmapped before converting depth to linear eye depth. #if UNITY_REVERSED_Z float offset = 0; #else float offset = 1; #endif return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + offset); } float WaterTextureDepth(float3 posWS) { return (1 - SAMPLE_TEXTURE2D_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, posWS.xz * 0.002 + 0.5, 1).r) * (_MaxDepth + _VeraslWater_DepthCamParams.x) - _VeraslWater_DepthCamParams.x; } float3 WaterDepth(float3 posWS, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth { float3 outDepth = 0; outDepth.xz = AdjustedDepth(screenUVs, additionalData); float wd = WaterTextureDepth(posWS); outDepth.y = wd + posWS.y; return outDepth; } half3 Refraction(half2 distortion, half depth, real depthMulti) { half3 output = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, depth * 0.25).rgb; output *= Absorption((depth) * depthMulti); return output; } half2 DistortionUVs(half depth, float3 normalWS) { half3 viewNormal = mul((float3x3)GetWorldToHClipMatrix(), -normalWS).xyz; return viewNormal.xz * saturate((depth) * 0.005); } half4 AdditionalData(float3 postionWS, WaveStruct wave) { half4 data = half4(0.0, 0.0, 0.0, 0.0); float3 viewPos = TransformWorldToView(postionWS); data.x = length(viewPos / viewPos.z);// distance to surface data.y = length(GetCameraPositionWS().xyz - postionWS); // local position in camera space data.z = wave.position.y / _MaxWaveHeight * 0.5 + 0.5; // encode the normalized wave height into additional data data.w = wave.position.x + wave.position.z; return data; } WaterVertexOutput WaveVertexOperations(WaterVertexOutput input) { #if defined(_STATIC_WATER) float time = 0; #else float time = _Time.y; #endif input.normal = float3(0, 1, 0); input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + time) + noise((input.posWS.xz * 1) + time)) * 0.25 - 0.5) + 1; // Detail UVs input.uv.zw = input.posWS.xz * 0.1h + time * 0.05h + (input.fogFactorNoise.y * 0.1); input.uv.xy = input.posWS.xz * 0.4h - time.xx * 0.1h + (input.fogFactorNoise.y * 0.2); half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS)); screenUV.xyz /= screenUV.w; // shallows mask half waterDepth = WaterTextureDepth(input.posWS); input.posWS.y += pow(saturate((-waterDepth + 1.5) * 0.4), 2); //Gerstner here WaveStruct wave; SampleWaves(input.posWS, saturate((waterDepth * 0.1 + 0.05)), wave); input.normal = wave.normal; input.posWS += wave.position; #ifdef SHADER_API_PS4 input.posWS.y -= 0.5; #endif // Dynamic displacement half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0); input.posWS.y += waterFX.w * 2 - 1; // After waves input.clipPos = TransformWorldToHClip(input.posWS); input.shadowCoord = ComputeScreenPos(input.clipPos); input.viewDir = SafeNormalize(_WorldSpaceCameraPos - input.posWS); // Fog input.fogFactorNoise.x = ComputeFogFactor(input.clipPos.z); input.preWaveSP = screenUV.xyz; // pre-displaced screenUVs // Additional data input.additionalData = AdditionalData(input.posWS, wave); // distance blend half distanceBlend = saturate(abs(length((_WorldSpaceCameraPos.xz - input.posWS.xz) * 0.005)) - 0.25); input.normal = lerp(input.normal, half3(0, 1, 0), distanceBlend); return input; } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Vertex: Used for Standard non-tessellated water WaterVertexOutput WaterVertex(WaterVertexInput v) { WaterVertexOutput o;// = (WaterVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv.xy = v.texcoord; // geo uvs o.posWS = TransformObjectToWorld(v.vertex.xyz); o = WaveVertexOperations(o); return o; } // Fragment for water half4 WaterFragment(WaterVertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); half3 screenUV = IN.shadowCoord.xyz / IN.shadowCoord.w;//screen UVs half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, IN.preWaveSP.xy); // Depth float3 depth = WaterDepth(IN.posWS, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs //return half4(0, frac(ceil(depth.y) / _MaxDepth), frac(IN.posWS.y), 1); half depthMulti = 1 / _MaxDepth; // Detail waves half2 detailBump1 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw).xy * 2 - 1; half2 detailBump2 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.xy).xy * 2 - 1; half2 detailBump = (detailBump1 + detailBump2 * 0.5) * saturate(depth.x * 0.25 + 0.25); IN.normal += half3(detailBump.x, 0, detailBump.y) * _BumpScale; IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5; IN.normal = normalize(IN.normal); // Distortion half2 distortion = DistortionUVs(depth.x, IN.normal); distortion = screenUV.xy + distortion;// * clamp(depth.x, 0, 5); float d = depth.x; depth.xz = AdjustedDepth(distortion, IN.additionalData); distortion = depth.x < 0 ? screenUV.xy : distortion; depth.x = depth.x < 0 ? d : depth.x; // Fresnel half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz); //return fresnelTerm.xxxx; // Lighting Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS)); half shadow = SoftShadows(screenUV, IN.posWS, IN.viewDir.xyz, depth.x); half3 GI = SampleSH(IN.normal); // SSS half3 directLighting = dot(mainLight.direction, half3(0, 1, 0)) * mainLight.color; directLighting += saturate(pow(dot(IN.viewDir, -mainLight.direction) * IN.additionalData.z, 3)) * 5 * mainLight.color; half3 sss = directLighting * shadow + GI; // Foam half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, IN.uv.zw).rgb; //r=thick, g=medium, b=light half depthEdge = saturate(depth.x * 20); half waveFoam = saturate(IN.additionalData.z - 0.75 * 0.5); // wave tips half depthAdd = saturate(1 - depth.x * 4) * 0.5; half edgeFoam = saturate((1 - min(depth.x, depth.y) * 0.5 - 0.25) + depthAdd) * depthEdge; half foamBlendMask = max(max(waveFoam, edgeFoam), waterFX.r * 2); half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamBlendMask, 0.66)).rgb; half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1); // Foam lighting half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI); BRDFData brdfData; half alpha = 1; InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, alpha, brdfData); half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color; #ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) { Light light = GetAdditionalLight(lightIndex, IN.posWS); spec += LightingPhysicallyBased(brdfData, light, IN.normal, IN.viewDir); sss += light.distanceAttenuation * light.color; } #endif sss *= Scattering(depth.x * depthMulti); // Reflections half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, 0.0); // Refraction half3 refraction = Refraction(distortion, depth.x, depthMulti); // Do compositing half3 comp = lerp(lerp(refraction, reflection, fresnelTerm) + sss + spec, foam, foamMask); //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25)); // Fog float fogFactor = IN.fogFactorNoise.x; comp = MixFog(comp, fogFactor); #if defined(_DEBUG_FOAM) return half4(foamMask.xxx, 1); #elif defined(_DEBUG_SSS) return half4(sss, 1); #elif defined(_DEBUG_REFRACTION) return half4(refraction, 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 } #endif // WATER_COMMON_INCLUDED