Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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129 行
4.8 KiB

Shader "BoatAttack/InfiniteWater"
{
Properties
{
_Size ("size", float) = 3.0
_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
[Toggle(_STATIC_SHADER)] _Static ("Static", Float) = 0
_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
[KeywordEnum(Off, SSS, Refraction, Reflection, Normal, Fresnel, WaterEffects, Foam, WaterDepth)] _Debug ("Debug mode", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-101" "RenderPipeline" = "UniversalPipeline" }
ZWrite off
Pass
{
Name "InfiniteWaterShading"
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
#pragma prefer_hlslcc gles
/////////////////SHADER FEATURES//////////////////
#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma shader_feature _ _STATIC_SHADER
#pragma shader_feature _DEBUG_OFF _DEBUG_SSS _DEBUG_REFRACTION _DEBUG_REFLECTION _DEBUG_NORMAL _DEBUG_FRESNEL _DEBUG_WATEREFFECTS _DEBUG_FOAM _DEBUG_WATERDEPTH
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
// make fog work
#pragma multi_compile_fog
////////////////////INCLUDES//////////////////////
#include "WaterCommon.hlsl"
#include "InfiniteWater.hlsl"
#pragma vertex InfiniteWaterVertex
#pragma fragment InfiniteWaterFragment
Varyings InfiniteWaterVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv.xy = input.texcoord;
float3 cameraPosition = GetCameraPositionWS();
cameraPosition.y = 0.0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz + cameraPosition);
output.clipPos = vertexInput.positionCS;
float3 viewPos = vertexInput.positionVS;
output.screenPosition = ComputeScreenPos(vertexInput.positionCS);
output.viewDir.xyz = UNITY_MATRIX_IT_MV[2].xyz;
output.viewDir.w = length(viewPos / viewPos.z);
return output;
}
void InfiniteWaterFragment(Varyings i, out half4 outColor:SV_Target, out float outDepth : SV_Depth) //: SV_Target
{
half3 screenUV = i.screenPosition.xyz / i.screenPosition.w; // screen UVs
half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy);
InfinitePlane plane = WorldPlane(i.screenPosition, i.viewDir);
float3 normal = half3(0.0, 1.0, 0.0);
half3 viewDirectionWS = normalize(GetCameraPositionWS() - plane.positionWS);
float4 additionalData = float4(1, length(viewDirectionWS), waterFX.w, 1);
// Depth
float3 depth = WaterDepth(plane.positionWS, additionalData, screenUV.xy);
// Detail waves
DetailNormals(normal, DetailUVs(plane.positionWS * (1 / _Size), 1.0), waterFX, depth);
// Lighting
Light mainLight = GetMainLight(TransformWorldToShadowCoord(plane.positionWS));
half shadow = SoftShadows(screenUV, plane.positionWS);
half3 GI = SampleSH(normal);
// SSS
half3 directLighting = dot(mainLight.direction, half3(0, 1, 0)) * mainLight.color;
directLighting += saturate(pow(dot(viewDirectionWS, -mainLight.direction) * 1, 3)) * 5 * mainLight.color;
half3 sss = directLighting * shadow + GI;
half4 col = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, plane.positionWS.xz);
half lighting = dot(normal, mainLight.direction);
// Fresnel
half fresnelTerm = CalculateFresnelTerm(normal, viewDirectionWS);
BRDFData brdfData;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData);
half3 spec = DirectBDRF(brdfData, normal, mainLight.direction, viewDirectionWS) * shadow * mainLight.color;
float tempdepth = 2;
sss *= Scattering(depth.x);
// Reflections
half3 reflection = SampleReflections(normal, viewDirectionWS, screenUV.xy, 0.0);
// Refraction
half3 refraction = Refraction(screenUV, depth.x);
// Do compositing
half3 comp = lerp(refraction, reflection, fresnelTerm) + sss + spec; //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
//outColor = half4(reflection * fresnelTerm + spec, 1);
outColor = half4(comp, 1);
outDepth = 1-plane.depth;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}