#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 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 = (1 - SAMPLE_TEXTURE2D(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords).r) * 19.1; outDepth.y = (wd - 3.5) + posWS.y; return outDepth; } half3 Refraction(half2 distortion, half mip) { half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, mip).rgb; return refrac; } 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; // encode the normalized wave height into additional data data.w = wave.position.x + wave.position.z; return data; } WaterVertexOutput WaveVertexOperations(WaterVertexOutput input) { input.normal = float3(0, 1, 0); input.uv.zw = input.posWS.xz; input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + _Time.y) + noise((input.posWS.xz * 1) + _Time.y)) * 0.25 - 0.5) + 1; half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS)); screenUV.xyz /= screenUV.w; // shallows mask half waterDepth = (1 - SAMPLE_TEXTURE2D_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, (input.posWS.xz * half2(0.002, -0.002)) + 0.5, 1).r) * 19.1; waterDepth = waterDepth - 4.1; input.posWS.y += saturate((1-waterDepth) * 0.6 - 0.5); //Gerstner here WaveStruct wave; SampleWaves(input.posWS, saturate((waterDepth * 0.25)) + 0.1, wave); input.normal = normalize(wave.normal.xzy); input.posWS += wave.position; // 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(input.additionalData.y * 0.005); 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); // Detail waves half2 detailBump = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + _Time.y * 0.1h + (IN.fogFactorNoise.y * 0.1)).xy; // TODO - check perf IN.normal += (half3(detailBump.x, 0.5h, detailBump.y) * 2 - 1) * _BumpScale; IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5; // Depth float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * half2(0.002, -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; // Fresnel half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz); // Lighting Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS)); half shadow = mainLight.shadowAttenuation; BRDFData brdfData; InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, brdfData); half3 spec = DirectBDRF(brdfData, normalize(IN.normal), mainLight.direction, IN.viewDir) * shadow; //half3 spec = Highlights(IN.posWS, 0.001, IN.normal, IN.viewDir) * shadow; // Foam float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.fogFactorNoise.y * 0.1, (1-IN.fogFactorNoise.y) * 0.1) + _Time.y * 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.fogFactorNoise.y) * 0.5 + 0.5) * saturate((1-depth.x) + 1); foamMask = max(max((foamMask + shoreMask) - IN.fogFactorNoise.y * 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 * 2); // Refraction half3 refraction = Refraction(distortion, depth.x * 0.25); // Final Colouring half depthMulti = 1 / _MaxDepth; half3 color = refraction; 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.fogFactorNoise.x; comp = MixFog(comp, fogFactor); return half4(comp, 1); //return half4(spec.xxx, 1); // debug line //return half4(frac(IN.posWS.yyy), 1); // debug line } #endif // WATER_COMMON_INCLUDED