您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
292 行
11 KiB
292 行
11 KiB
#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);
|
|
return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + (1-UNITY_REVERSED_Z));
|
|
}
|
|
|
|
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);
|
|
|
|
// Lighting
|
|
Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS));
|
|
half shadow = SoftShadows(screenUV, IN.posWS);
|
|
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);
|
|
|
|
// 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;
|
|
|
|
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
|