#ifndef WATER_COMMON_INCLUDED #define WATER_COMMON_INCLUDED #define _MAIN_LIGHT_SHADOWS_CASCADE 1 #define SHADOWS_SCREEN 0 #include "Packages/com.unity.render-pipelines.lightweight/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 float4 lightmapUV : TEXCOORD1; // lightmap UVs float4 color : COLOR; // vertex colors UNITY_VERTEX_INPUT_INSTANCE_ID }; struct WaterVertexOutput // fragment struct { float4 uv : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON - TODO float3 posWS : TEXCOORD2; // world position of the vertices half3 normal : NORMAL; // vert normals float3 viewDir : TEXCOORD3; // view direction float2 preWaveSP : TEXCOORD4; // screen position of the verticies before wave distortion half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light float4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height float4 vertColor : TEXCOORD7; half4 shadowCoord : TEXCOORD8; // for ssshadows float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /////////////////////////////////////////////////////////////////////////////// // 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); return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + (1-UNITY_REVERSED_Z)); } float3 WaterDepth(float3 posWS, half2 texcoords, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth { float3 outDepth = 0; outDepth.xz = AdjustedDepth(screenUVs, additionalData); float wd = UNITY_REVERSED_Z + (SAMPLE_DEPTH_TEXTURE(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords).r * _ProjectionParams.x); outDepth.y = ((wd * _depthCamZParams.y) - 4 - _depthCamZParams.x) + posWS.y; return outDepth; } half3 Refraction(half2 distortion, half mip) { half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, mip); return refrac; } half2 DistortionUVs(half depth, float3 normalWS) { //half2 distortion; half3 viewNormal = mul(GetWorldToHClipMatrix(), -normalWS).xyz; return viewNormal.xz * saturate((depth) * 0.005); } /////////////////////////////////////////////////////////////////////////////// // 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 // initializes o.normal o.normal = float3(0, 1, 0); o.posWS = TransformObjectToWorld(v.vertex.xyz); o.uv.zw = o.posWS.xz; o.vertColor = v.color; o.vertColor.a = ((noise((o.posWS.xz * 0.5) + _GlobalTime) + noise((o.posWS.xz * 1) + _GlobalTime)) * 0.25 - 0.5) + 1; half4 screenUV = ComputeScreenPos(TransformWorldToHClip(o.posWS)); screenUV.xyz /= screenUV.w; // shallows mask half waterDepth = UNITY_REVERSED_Z + SAMPLE_DEPTH_TEXTURE_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, (o.posWS.xz * 0.002) + 0.5, 1).r * _ProjectionParams.x; waterDepth = ((waterDepth * _depthCamZParams.y) - 4 - _depthCamZParams.x); o.posWS.y += saturate((1 - waterDepth) * 0.6 - 0.5); //Gerstner here WaveStruct wave; SampleWaves(o.posWS, saturate((waterDepth * 0.25)) + 0.1, wave); o.normal = normalize(wave.normal.xzy); o.posWS += wave.position; half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0); o.posWS.y += waterFX.w * 2 - 1; //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 // are packed in lightmapUVOrVertexSH to save interpolator. // The following funcions initialize OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH); OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH); o.fogFactorAndVertexLight = VertexLightingAndFog(o.normal, o.posWS, o.clipPos.xyz); o.fogFactorAndVertexLight.x = ComputeFogFactor(o.clipPos.z); o.fogFactorAndVertexLight.yzw = screenUV.xyz; // pre-displaced screenUVs // Additional data float3 viewPos = TransformWorldToView(o.posWS.xyz); o.additionalData.x = length(viewPos / viewPos.z);// distance to surface o.additionalData.y = length(GetCameraPositionWS().xyz - o.posWS); // local position in camera space o.additionalData.z = wave.position.y / _MaxWaveHeight; // encode the normalized wave height into additional data o.additionalData.w = wave.position.x + wave.position.z; // distance blend half distanceBlend = saturate(o.additionalData.y * 0.005); o.normal = lerp(o.normal, half3(0, 1, 0), distanceBlend); 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.fogFactorAndVertexLight.yz); half animT = frac(_GlobalTime) * 16; // amination value for caustics(16 frames) // Detail waves half t = _Time.x; half2 detailBump = SAMPLE_TEXTURE2D_ARRAY(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + t + (IN.vertColor.a * 0.1), animT).xy; IN.normal += (half3(detailBump.x, 0.5h, detailBump.y) * 2 - 1) * _BumpScale; IN.normal += half3(waterFX.y, 0.5h, waterFX.z) - 0.5; // Depth float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * 0.002) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs // 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; // Seabed UVs from depth float4 H = float4(distortion*2.0-1.0, UNITY_REVERSED_Z == 1 ? depth.z : 1-depth.z, 1.0); float4 D = mul(_InvViewProjection,H); float2 seabedWS = D.xz/D.w; // Caustics half2 causticUV = (seabedWS * 0.3h + t + half2((IN.vertColor.a * 0.25), (1-IN.vertColor.a) * 0.25)) + IN.additionalData.w * 0.1h; half caustics = SAMPLE_TEXTURE2D_ARRAY_LOD(_SurfaceMap, sampler_SurfaceMap, causticUV, animT, depth.x * 0.5).z * saturate(depth.x); // caustics for sea floor, darkened to 25% // Fresnel half fresnelTerm = CalculateFresnelTerm(lerp(IN.normal, half3(0, 1, 0), 0.5), IN.viewDir.xyz); // Shadows half shadow = MainLightRealtimeShadow(TransformWorldToShadowCoord(IN.posWS)); // Specular half3 spec = Highlights(IN.posWS, 0.001, IN.normal, IN.viewDir) * shadow; Light mainLight = GetMainLight(); half3 ambient = SampleSHPixel(IN.lightmapUVOrVertexSH, IN.normal) * (mainLight.color * mainLight.distanceAttenuation); // Foam float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.vertColor.a * 0.1, (1-IN.vertColor.a) * 0.1) + _GlobalTime * 0.05; half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, foamMapUV).rgb; //r=thick, g=medium, b=light half shoreMask = pow(((1-depth.y + 9) * 0.1), 6); half foamMask = (IN.additionalData.z); half shoreWave = (sin(_Time.z + (depth.y * 10) + IN.vertColor.a) * 0.5 + 0.5) * saturate((1-depth.x) + 1); foamMask = max(max((foamMask + shoreMask) - IN.vertColor.a * 0.25, waterFX.r * 2), shoreWave); half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamMask, 0.66)).rgb; half3 foam = length(foamMap * foamBlend).rrr; // Reflections half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0); reflection = reflection + spec; reflection *= 1 - saturate(foam); // Refraction half3 refraction = Refraction(distortion, depth.x * 0.25); // Final Colouring half depthMulti = 1 / _MaxDepth; half3 color = (refraction + ((caustics * refraction) * mainLight.color)); color *= Absorption((depth.x) * depthMulti); color += Scattering(depth.x * depthMulti) * (shadow * 0.5 + 0.5);// * saturate(1-length(reflection));// TODO - scattering from main light(maybe additional lights too depending on cost) color *= 1 - saturate(foam); //color *= 1-saturate(length(reflection)); // Foam lighting foam *= (shadow * 0.9 + 0.1) * mainLight.color; // Do compositing half3 comp = lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25)); // Fog float fogFactor = IN.fogFactorAndVertexLight.x; comp = MixFog(comp, fogFactor); return half4(comp, 1); //return half4(refraction, 1); // debug line } #endif // WATER_COMMON_INCLUDED