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261 行
8.0 KiB
261 行
8.0 KiB
#ifndef WATER_COMMON_INCLUDED
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#define WATER_COMMON_INCLUDED
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#define _SHADOWS_SOFT
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#define _SHADOWS_ENABLED
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "WaterInput.hlsl"
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#include "CommonUtilities.hlsl"
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#include "GerstnerWaves.cginc"
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#include "WaterLighting.hlsl"
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///////////////////////////////////////////////////////////////////////////////
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// Structs //
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///////////////////////////////////////////////////////////////////////////////
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struct WaterVertexInput // vert struct
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{
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float4 vertex : POSITION; // vertex positions
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float2 texcoord : TEXCOORD0; // local UVs
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float4 lightmapUV : TEXCOORD1; // lightmap UVs
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float4 color : COLOR; // vertex colors
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};
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struct WaterVertexOutput // fragment struct
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{
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float4 uv : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw
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float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON - TODO
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float3 posWS : TEXCOORD2; // world position of the vertices
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half3 normal : NORMAL; // vert normals
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float3 viewDir : TEXCOORD3; // view direction
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float2 preWaveSP : TEXCOORD4; // screen position of the verticies before wave distortion
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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half4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface??
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half4 vertColor : TEXCOORD7;
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half4 shadowCoord : TEXCOORD8; // for ssshadows
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float4 clipPos : SV_POSITION;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Water shading functions //
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///////////////////////////////////////////////////////////////////////////////
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half3 Scattering(half depth)
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{
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return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, half2(saturate(depth * 0.01), 1));
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}
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half3 Absorption(half depth)
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{
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return _AbsorptionScatteringRamp.Sample(sampler_AbsorptionScatteringRamp, half2(saturate(depth * 0.01), 0));
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}
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half2 WaterDepth(half3 posWS, half3 viewDir, half2 texcoords, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth
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{
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half2 outDepth = 0;
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half d = _CameraDepthTexture.Sample(sampler_CameraDepthTexture, screenUVs).r;
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outDepth.x = LinearEyeDepth(d, _ZBufferParams) * additionalData.x - additionalData.y;
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half wd = 1-_WaterDepthMap.Sample(sampler_WaterDepthMap, texcoords).r;
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outDepth.y = ((wd * _depthCamZParams.y) - 4 - _depthCamZParams.x) + posWS.y;
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return outDepth;
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}
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//temp
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inline float3 ObjSpaceViewDir( in float4 v )
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{
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float3 objSpaceCameraPos = GetCameraPositionWS(); //mul(GetWorldToObjectMatrix(), float4(GetCameraPositionWS(), 1)).xyz;
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return objSpaceCameraPos - v.xyz;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Vertex: Used for Standard non-tessellated water
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WaterVertexOutput WaterVertex(WaterVertexInput v)
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{
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WaterVertexOutput o = (WaterVertexOutput)0;
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o.uv.xy = v.texcoord; // geo uvs
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// initializes o.normal
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o.normal = float3(0, 1, 0);
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o.posWS = TransformObjectToWorld(v.vertex.xyz);
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o.uv.zw = o.posWS.xz;
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o.vertColor = v.color;
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//Gerstner here
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#if defined (_PERF_GERSTNER) // PERF
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WaveStruct wave;
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SampleWaves(o.posWS, 1, wave);
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o.normal = normalize(wave.normal.xzy);
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o.posWS += wave.position;
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#endif
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//after waves
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o.clipPos = TransformWorldToHClip(o.posWS);
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o.shadowCoord = ComputeScreenPos(o.clipPos);
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o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS);
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// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
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// are packed in lightmapUVOrVertexSH to save interpolator.
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// The following funcions initialize
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH);
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OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH);
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o.fogFactorAndVertexLight = VertexLightingAndFog(o.normal, o.posWS, o.clipPos);
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// Additional data
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//float3 viewPos = TransformWorldToView(o.posWS.xyz);
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//o.additionalData.x = length(viewPos / viewPos.z);// distance to surface
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o.additionalData.y = length(ObjSpaceViewDir(half4(o.posWS, 1)));
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return o;
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}
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// Fragment for water
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half4 WaterFragment(WaterVertexOutput IN) : SV_Target
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{
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#if defined (_PERF_VERT) // PERF
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half4 screenUV = IN.shadowCoord;//screen UVs
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screenUV.xyz /= screenUV.w;
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half3 prePosWS = IN.posWS;
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half4 waterFX = _WaterFXMap.Sample(sampler_WaterFXMap, screenUV.xy);
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half3 normalWS = IN.normal;
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// Additional data(in vertex otherwise)
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#if !_TESSELLATION // additionalData.x needs more acuracy when not tessellated
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half3 viewPos = TransformWorldToView(IN.posWS);
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IN.additionalData.x = length(viewPos / viewPos.z);// distance to surface
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#endif
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//Detail waves
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half t = _Time.x;
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half3 detailBump = UnpackNormal(_BumpMap.Sample(sampler_BumpMap, IN.uv.zw * 0.05 + (t * 0.25)));
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detailBump += UnpackNormal(_BumpMap.Sample(sampler_BumpMap, (IN.uv.zw * 0.15) + (detailBump.xy * 0.01) - t));
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normalWS += half3(detailBump.x, 0, detailBump.y) * _BumpScale;
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// Depth
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#if defined (_PERF_DEPTH) // PERF
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half2 depth = WaterDepth(IN.posWS, IN.viewDir, (IN.posWS.xz * 0.001) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
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#else
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half2 depth = 100;
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#endif
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// Fresnel
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#if defined (_PERF_FRESNEL) // PERF
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half fresnelTerm = CalculateFresnelTerm(lerp(normalWS, half3(0, 1, 0), 0.5), IN.viewDir.xyz);
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#else
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half fresnelTerm = 0;
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#endif
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// Shadows
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half shadow = SampleShadowmap(ComputeScreenSpaceShadowCoords(IN.posWS));
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// Do diffuse/fog?
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//half3 indirectDiffuse = SampleGI(IN.lightmapUVOrVertexSH, normalWS);
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float fogFactor = IN.fogFactorAndVertexLight.x;
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// Do specular
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#if defined (_PERF_LIGHTING) // PERF
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half3 spec = Highlights(IN.posWS, 0.01, normalWS, IN.viewDir) * shadow;
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#else
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half3 spec = 0;
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#endif
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// Do reflections
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#if defined (_PERF_REF) // PERF
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half3 reflection = SampleReflections(normalWS, IN.viewDir.xyz, screenUV, fresnelTerm, 0.0);
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#else
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half3 reflection = 0;
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#endif
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reflection = max(reflection, spec);
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// Do Refractions
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//half3 refraction = _CameraColorTexture.Sample(sampler_CameraColorTexture, screenUV);
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// Do Foam
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#if defined (_PERF_FOAM) // PERFpth.y
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half3 foamMap = _FoamMap.Sample(sampler_FoamMap, (IN.uv.zw * 0.025) + (detailBump.xy * 0.0025)); //r=thick, g=medium, b=light
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half shoreMask = saturate((1-depth.y + 1.25) * 0.35);//shore foam
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half foamMask = IN.posWS.y - 0.5;
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foamMask = saturate(foamMask + shoreMask + waterFX.r);
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half3 foamBlend = _FoamBlend.Sample(sampler_FoamBlend, half2(foamMask, 0.5));
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half foam = length(foamMap * foamBlend);
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#else
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half foam = 0;
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#endif
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// Do colouring
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half3 color = 1;// TODO - get scene colour
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#if defined (_PERF_COL) // PERF
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color *= Absorption(depth.x);// TODO - absoption
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color += Scattering(depth.x);// TODO - scattering
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color *= saturate(min(shadow + 0.2, 1-fresnelTerm));
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#else
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color = 0.5;
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#endif
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// Do compositing
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half3 comp = color + (foam * 0.75) + (reflection * (1-(foam)));
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// Computes fog factor per-vertex
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ApplyFog(comp, fogFactor);
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//DebugViews
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#if _DEBUG
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if(_DebugPass == 1)
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{
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return half4(reflection, 1); // Reflection debug
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}
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else if(_DebugPass == 2) // Color debug
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{
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return half4(color, 1);
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}
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else if(_DebugPass == 3) // Depth debug
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{
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return half4(depth, 0, 1);
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}
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else if(_DebugPass == 4) // WaterFX pass debug
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{
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return waterFX;
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}
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else if(_DebugPass == 5) // Normals debug
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{
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return half4(normalWS, 1);
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}
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else if(_DebugPass == 6) // Fresnel debug
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{
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return half4(fresnelTerm, 0, 0, 1);
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}
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else if(_DebugPass == 7) // Specular debug
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{
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return half4(spec, 1);
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}
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else if(_DebugPass == 8) // Temp debug
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{
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return half4(frac(IN.clipPos.xy), 0, 1);
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}
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else // fallback to output
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{
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return half4(comp, 1);
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}
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#else
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return half4(comp, 1);
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#endif
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#else // vert perf
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return half4(0.5, 0.5, 0.5, 1);
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#endif
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}
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#endif // WATER_COMMON_INCLUDED
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