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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#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_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords, 3).r) * 19.1;
outDepth.y = (wd - 3.5) + 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; // 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 = (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)) + 0.05, wave);
input.normal = wave.normal.xzy;
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.posWS.xz * half2(0.002, -0.002)) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
half depthMulti = 1 / _MaxDepth;
// Lighting
half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
#ifndef _STATIC_WATER
jitterUV += frac(_Time.zw);
#endif
float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV).xyz * 2 - 1;
float3 lightJitter = IN.posWS + jitterTexture.xzy * 2.5;
Light mainLightJittered = GetMainLight(TransformWorldToShadowCoord(lightJitter));
Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS));
half shadow = mainLightJittered.shadowAttenuation;
half3 GI = SampleSH(IN.normal);
// SSS
half3 sss = 1 * (shadow * mainLight.color + GI);
// Foam
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, IN.uv.zw).rgb; //r=thick, g=medium, b=light
half waveFoam = saturate(IN.posWS.y + 0.5);
half edgeFoam = saturate(1 - depth.x * 0.5 - 0.25);
half foamBlendMask = max(max(waveFoam, edgeFoam), waterFX.r * 2);// + IN.fogFactorNoise.y * 0.1; //max(max((foamMask + shoreMask) - IN.fogFactorNoise.y * 0.25, waterFX.r * 2), shoreWave);
half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamBlendMask, 0.66)).rgb;
half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1 + saturate(1 - depth.x * 4) * 0.5);
// Foam lighting
half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI);
// 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);
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);
// 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);
BRDFData brdfData;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, 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, fresnelTerm, 0.0);
reflection = clamp(reflection + spec, 0, 1024);
// Refraction
half3 refraction = Refraction(distortion, depth.x, depthMulti);
// Final Colouring
half3 diffuse = refraction + sss;
// Do compositing
half3 comp = lerp(reflection + diffuse, foam, foamMask); //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(reflection, 1); // debug line
//return half4(diffuse, 1); // debug line
//return half4( (1 - foamMask).xxx, 1); // debug line
//return half4(IN.normal, 1); // debug line
}
#endif // WATER_COMMON_INCLUDED