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_LIGHTING_INCLUDED
#define WATER_LIGHTING_INCLUDED
#include "LWRP/ShaderLibrary/Lighting.hlsl"
half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{
return Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));//fresnel TODO - find a better place
}
///////////////////////////////////////////////////////////////////////////////
// Lighting Calculations //
///////////////////////////////////////////////////////////////////////////////
//diffuse
half4 VertexLightingAndFog(half3 normalWS, half3 posWS, half3 clipPos)
{
half3 vertexLight = VertexLighting(posWS, normalWS);
half fogFactor = ComputeFogFactor(clipPos.z);
return half4(fogFactor, vertexLight);
}
//specular
half3 Highlights(half3 positionWS, half roughness, half3 normalWS, half3 viewDirectionWS)
{
Light mainLight = GetMainLight(positionWS);
half roughness2 = roughness * roughness;
half3 halfDir = SafeNormalize(mainLight.direction + viewDirectionWS);
half NoH = saturate(dot(normalize(normalWS), halfDir));
half LoH = saturate(dot(mainLight.direction, halfDir));
// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
// https://community.arm.com/events/1155
half d = NoH * NoH * (roughness2 - 1.h) + 1.0001h;
half LoH2 = LoH * LoH;
half specularTerm = roughness2 / ((d * d) * max(0.1h, LoH2) * (roughness + 0.5h) * 4);
// on mobiles (where half actually means something) denominator have risk of overflow
// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
#if defined (SHADER_API_MOBILE)
specularTerm = specularTerm - HALF_MIN;
specularTerm = clamp(specularTerm, 0.0, 5.0); // Prevent FP16 overflow on mobiles
#endif
half3 color = specularTerm * 0.1 * mainLight.color * mainLight.attenuation;
// half3 tangentDir = mainLight.direction; //half3(0, 0, 1);
// half _AlphaX = 0.5;
// half _AlphaY = 0.1;
// float3 halfwayVector = normalize(mainLight.direction + viewDirectionWS);
// float3 binormalDirection = cross(normalWS, tangentDir);
// float dotLN = dot(mainLight.direction, normalWS);
// // compute this dot product only once
// float3 specularReflection;
// float dotHN = dot(halfwayVector, normalWS);
// float dotVN = dot(viewDirectionWS, normalWS);
// float dotHTAlphaX = dot(halfwayVector, tangentDir) / _AlphaX;
// float dotHBAlphaY = dot(halfwayVector, binormalDirection) / _AlphaY;
// specularReflection = mainLight.color * sqrt(max(0.0, dotLN / dotVN)) * exp(-2.0 * (dotHTAlphaX * dotHTAlphaX + dotHBAlphaY * dotHBAlphaY) / (1.0 + dotHN));
// half3 color = clamp(specularReflection, 0, 100);
return color;
}
///////////////////////////////////////////////////////////////////////////////
// Reflection Modes //
///////////////////////////////////////////////////////////////////////////////
half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, half fresnelTerm, half roughness)
{
half3 reflection = 0;
half2 refOffset = 0;
#if _REFLECTION_CUBEMAP
reflection = half3(1, 0, 0);
#elif _REFLECTION_PROBES
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
reflection = GlossyEnvironmentReflection(reflectVector, 0, 1);
#elif _REFLECTION_PLANARREFLECTION
//flattened viewdir
half3 viewDir = UNITY_MATRIX_IT_MV[2].xyz;
viewDir.y = 0;
viewDir = normalize(viewDir);
//create view normal
half3 viewNormal = mul( UNITY_MATRIX_V, float4(normalWS,0) ).xyz;
//calculate screen-spaced UV offset for planar reflections
refOffset.x = viewNormal.x * 0.05;
refOffset.y = dot(viewDir, normalWS) * 0.25;
half rimFade = (1-fresnelTerm) - 0.5;//value to smooth out reflection distortion on glancing/distant angles
screenUV = half2(screenUV.x, 1-screenUV.y);
half2 reflectionUV = screenUV + refOffset;// * rimFade;
reflection += _PlanarReflectionTexture.SampleLevel(sampler_PlanarReflectionTexture, reflectionUV, 6 * roughness).rgb;//planar reflection
#endif
//do backup
return reflection * fresnelTerm;
}
#endif // WATER_LIGHTING_INCLUDED