#ifndef WATER_COMMON_INCLUDED #define WATER_COMMON_INCLUDED #define SHADOWS_SCREEN 0 #include "WaterInput.hlsl" #include "CommonUtilities.hlsl" #include "GerstnerWaves.hlsl" #include "WaterLighting.hlsl" #if defined(_STATIC_SHADER) #define WATER_TIME 0.0 #else #define WATER_TIME _Time.y #endif #define DEPTH_MULTIPLIER 1 / _MaxDepth #define WaterFX(uv) SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, uv) /////////////////////////////////////////////////////////////////////////////// // 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 * DEPTH_MULTIPLIER, 0.375h)).rgb; } half3 Absorption(half depth) { return SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(depth * DEPTH_MULTIPLIER, 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); return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + (1-UNITY_REVERSED_Z)); } float WaterTextureDepth(float3 positionWS) { return (1 - SAMPLE_TEXTURE2D_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, positionWS.xz * 0.002 + 0.5, 1).r) * (_MaxDepth + _VeraslWater_DepthCamParams.x) - _VeraslWater_DepthCamParams.x; } float3 WaterDepth(float3 positionWS, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth { float3 outDepth = 0; outDepth.xz = AdjustedDepth(screenUVs, additionalData); float wd = WaterTextureDepth(positionWS); outDepth.y = wd + positionWS.y; return outDepth; } half3 Refraction(half2 distortion, half depth) { half3 output = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, depth * 0.25).rgb; output *= Absorption(depth); 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(view direction WS) 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; } float4 DetailUVs(float3 positionWS, half noise) { float4 output = positionWS.xzxz * half4(0.4, 0.4, 0.1, 0.1); output.xy -= WATER_TIME * 0.1h + (noise * 0.2); // small detail output.zw += WATER_TIME * 0.05h + (noise * 0.1); // medium detail return output; } void DetailNormals(inout float3 normalWS, float4 uvs, half4 waterFX, float depth) { half2 detailBump1 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, uvs.zw).xy * 2 - 1; half2 detailBump2 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, uvs.xy).xy * 2 - 1; half2 detailBump = (detailBump1 + detailBump2 * 0.5) * saturate(depth * 0.25 + 0.25); half3 normal1 = half3(detailBump.x, 0, detailBump.y) * _BumpScale; half3 normal2 = half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5; normalWS = normalize(normalWS + normal1 + normal2); } Varyings WaveVertexOperations(Varyings input) { input.normalWS = float3(0, 1, 0); input.fogFactorNoise.y = ((noise((input.positionWS.xz * 0.5) + WATER_TIME) + noise((input.positionWS.xz * 1) + WATER_TIME)) * 0.25 - 0.5) + 1; // Detail UVs input.uv = DetailUVs(input.positionWS, input.fogFactorNoise.y); half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.positionWS)); screenUV.xyz /= screenUV.w; // shallows mask half waterDepth = WaterTextureDepth(input.positionWS); input.positionWS.y += pow(saturate((-waterDepth + 1.5) * 0.4), 2); //Gerstner here WaveStruct wave; SampleWaves(input.positionWS, saturate((waterDepth * 0.1 + 0.05)), wave); input.normalWS = wave.normal; input.positionWS += wave.position; #ifdef SHADER_API_PS4 input.positionWS.y -= 0.5; #endif // Dynamic displacement half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0); input.positionWS.y += waterFX.w * 2 - 1; // After waves input.positionCS = TransformWorldToHClip(input.positionWS); input.screenPosition = ComputeScreenPos(input.positionCS); input.viewDirectionWS.xyz = SafeNormalize(_WorldSpaceCameraPos - input.positionWS); // Fog input.fogFactorNoise.x = ComputeFogFactor(input.positionCS.z); input.preWaveSP = screenUV.xyz; // pre-displaced screenUVs // Additional data input.additionalData = AdditionalData(input.positionWS, wave); // distance blend half distanceBlend = saturate(abs(length((_WorldSpaceCameraPos.xz - input.positionWS.xz) * 0.005)) - 0.25); input.normalWS = lerp(input.normalWS, half3(0, 1, 0), distanceBlend); return input; } void InitializeInputData(Varyings input, out WaterInputData inputData, float2 screenUV) { float3 depth = WaterDepth(input.positionWS, input.additionalData, screenUV);// TODO - hardcoded shore depth UVs // Sample water FX texture inputData.waterFX = WaterFX(input.preWaveSP.xy); inputData.positionWS = input.positionWS; inputData.normalWS = input.normalWS; // Detail waves DetailNormals(inputData.normalWS, input.uv, inputData.waterFX, depth); inputData.viewDirectionWS = input.viewDirectionWS.xyz; half2 distortion = DistortionUVs(depth.x, inputData.normalWS); distortion = screenUV.xy + distortion;// * clamp(depth.x, 0, 5); float d = depth.x; depth.xz = AdjustedDepth(distortion, input.additionalData); // only x y distortion = depth.x < 0 ? screenUV.xy : distortion; inputData.refractionUV = distortion; depth.x = depth.x < 0 ? d : depth.x; inputData.detailUV = input.uv; inputData.shadowCoord = TransformWorldToShadowCoord(inputData.normalWS); inputData.fogCoord = input.fogFactorNoise.x; inputData.depth = depth.x; inputData.reflectionUV = 0; inputData.GI = 0; } void InitializeSurfaceData(inout WaterInputData input, out WaterSurfaceData surfaceData) { surfaceData.absorption = 0; surfaceData.scattering = 0; /* // 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; */ surfaceData.foamMask = 0;// saturate(length(foamMap * foamBlend) * 1.5 - 0.1); surfaceData.foam = 0; } float3 WaterShading(WaterInputData input, WaterSurfaceData surfaceData, float4 additionalData, float2 screenUV) { // Lighting Light mainLight = GetMainLight(TransformWorldToShadowCoord(input.positionWS)); half shadow = SoftShadows(screenUV, input.positionWS, input.viewDirectionWS, input.depth); half3 GI = SampleSH(input.normalWS); // SSS half3 directLighting = dot(mainLight.direction, half3(0, 1, 0)) * mainLight.color; directLighting += saturate(pow(dot(input.viewDirectionWS.xyz, -mainLight.direction) * additionalData.z, 3)) * 5 * mainLight.color; BRDFData brdfData; half alpha = 1; InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, alpha, brdfData); half3 spec = DirectBDRF(brdfData, input.normalWS, mainLight.direction, input.viewDirectionWS) * mainLight.color * shadow; // Fresnel half fresnelTerm = CalculateFresnelTerm(input.normalWS, input.viewDirectionWS); half3 sss = directLighting * shadow + GI; sss *= Scattering(input.depth); // Reflections half3 reflection = SampleReflections(input.normalWS, input.viewDirectionWS, screenUV, 0.0); // Refraction half3 refraction = Refraction(input.refractionUV, input.depth); // Do compositing half3 output = lerp(lerp(refraction, reflection, fresnelTerm) + sss + spec, surfaceData.foam, surfaceData.foamMask); //return refraction; return MixFog(output, input.fogCoord); } float WaterNearFade(float3 positionWS) { float3 camPos = GetCameraPositionWS(); camPos.y = 0; return 1 - saturate((distance(positionWS, camPos) - 50) * 1); } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Vertex: Used for Standard non-tessellated water Varyings WaterVertex(Attributes v) { Varyings o = (Varyings)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.positionWS = TransformObjectToWorld(v.positionOS.xyz); o = WaveVertexOperations(o); return o; } // Fragment for water half4 WaterFragment(Varyings IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); half4 screenUV = 0.0; screenUV.xy = IN.screenPosition.xy / IN.screenPosition.w; // screen UVs screenUV.zw = IN.preWaveSP.xy; // screen UVs WaterInputData inputData; InitializeInputData(IN, inputData, screenUV.xy); WaterSurfaceData surfaceData; InitializeSurfaceData(inputData, surfaceData); half4 current; current.a = WaterNearFade(IN.positionWS); current.rgb = WaterShading(inputData, surfaceData, IN.additionalData, screenUV.xy); return current; //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, IN.preWaveSP.xy); // Depth float3 depth = WaterDepth(IN.positionWS, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs // Detail waves DetailNormals(IN.normalWS, IN.uv, waterFX, depth.x); // Distortion half2 distortion = DistortionUVs(depth.x, IN.normalWS); 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.normalWS, IN.viewDirectionWS.xyz); //return fresnelTerm.xxxx; // Lighting Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.positionWS)); half shadow = SoftShadows(screenUV, IN.positionWS, IN.viewDirectionWS.xyz, depth.x); half3 GI = SampleSH(IN.normalWS); // SSS half3 directLighting = dot(mainLight.direction, half3(0, 1, 0)) * mainLight.color; directLighting += saturate(pow(dot(IN.viewDirectionWS.xyz, -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 a = 1; InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, a, brdfData); half3 spec = DirectBDRF(brdfData, IN.normalWS, mainLight.direction, IN.viewDirectionWS) * shadow * mainLight.color; #ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) { Light light = GetAdditionalLight(lightIndex, IN.positionWS); spec += LightingPhysicallyBased(brdfData, light, IN.normalWS, IN.viewDirectionWS.xyz); sss += light.distanceAttenuation * light.color; } #endif sss *= Scattering(depth.x); // Reflections half3 reflection = SampleReflections(IN.normalWS, IN.viewDirectionWS.xyz, screenUV.xy, 0.0); // Refraction half3 refraction = Refraction(distortion, depth.x); // 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); // alpha float3 camPos = GetCameraPositionWS(); camPos.y = 0; float alpha = 1 - saturate((distance(IN.positionWS, camPos) - 50) * 1); //return half4(IN.additionalData.www, alpha); half3 old = comp; half fiftyfifty = round(screenUV.x); return half4(lerp(old, current.rgb, fiftyfifty), alpha); #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.normalWS.x * 0.5 + 0.5, 0, IN.normalWS.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.z).xxx, 1); #else return half4(comp, alpha); #endif } #endif // WATER_COMMON_INCLUDED