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#ifndef WATER_COMMON_INCLUDED
#define WATER_COMMON_INCLUDED
#define _MAIN_LIGHT_SHADOWS_CASCADE 1
#define SHADOWS_SCREEN 0
#include "Packages/com.unity.render-pipelines.lightweight/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
float4 lightmapUV : TEXCOORD1; // lightmap UVs
float4 color : COLOR; // vertex colors
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct WaterVertexOutput // fragment struct
{
float4 uv : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw
float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON - TODO
float3 posWS : TEXCOORD2; // world position of the vertices
half3 normal : NORMAL; // vert normals
float3 viewDir : TEXCOORD3; // view direction
float2 preWaveSP : TEXCOORD4; // screen position of the verticies before wave distortion
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
float4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height
float4 vertColor : TEXCOORD7;
half4 shadowCoord : TEXCOORD8; // 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 = UNITY_REVERSED_Z + (SAMPLE_DEPTH_TEXTURE(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords).r * _ProjectionParams.x);
outDepth.y = ((wd * _depthCamZParams.y) - 4 - _depthCamZParams.x) + posWS.y;
return outDepth;
}
half3 Refraction(half2 distortion, half mip)
{
half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, mip);
return refrac;
}
half2 DistortionUVs(half depth, float3 normalWS)
{
//half2 distortion;
half3 viewNormal = mul(GetWorldToHClipMatrix(), -normalWS).xyz;
return viewNormal.xz * saturate((depth) * 0.005);
}
///////////////////////////////////////////////////////////////////////////////
// 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
// initializes o.normal
o.normal = float3(0, 1, 0);
o.posWS = TransformObjectToWorld(v.vertex.xyz);
o.uv.zw = o.posWS.xz;
o.vertColor = v.color;
o.vertColor.a = ((noise((o.posWS.xz * 0.5) + _GlobalTime) + noise((o.posWS.xz * 1) + _GlobalTime)) * 0.25 - 0.5) + 1;
half4 screenUV = ComputeScreenPos(TransformWorldToHClip(o.posWS));
screenUV.xyz /= screenUV.w;
// shallows mask
half waterDepth = UNITY_REVERSED_Z + SAMPLE_DEPTH_TEXTURE_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, (o.posWS.xz * 0.002) + 0.5, 1).r * _ProjectionParams.x;
waterDepth = ((waterDepth * _depthCamZParams.y) - 4 - _depthCamZParams.x);
o.posWS.y += saturate((1 - waterDepth) * 0.6 - 0.5);
//Gerstner here
WaveStruct wave;
SampleWaves(o.posWS, saturate((waterDepth * 0.25)) + 0.1, wave);
o.normal = normalize(wave.normal.xzy);
o.posWS += wave.position;
half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0);
o.posWS.y += waterFX.w * 2 - 1;
//after waves
o.clipPos = TransformWorldToHClip(o.posWS);
o.shadowCoord = ComputeScreenPos(o.clipPos);
o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS);
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
// are packed in lightmapUVOrVertexSH to save interpolator.
// The following funcions initialize
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH);
OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH);
o.fogFactorAndVertexLight = VertexLightingAndFog(o.normal, o.posWS, o.clipPos.xyz);
o.fogFactorAndVertexLight.x = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight.yzw = screenUV.xyz; // pre-displaced screenUVs
// Additional data
float3 viewPos = TransformWorldToView(o.posWS.xyz);
o.additionalData.x = length(viewPos / viewPos.z);// distance to surface
o.additionalData.y = length(GetCameraPositionWS().xyz - o.posWS); // local position in camera space
o.additionalData.z = wave.position.y / _MaxWaveHeight; // encode the normalized wave height into additional data
o.additionalData.w = wave.position.x + wave.position.z;
// distance blend
half distanceBlend = saturate(o.additionalData.y * 0.005);
o.normal = lerp(o.normal, half3(0, 1, 0), distanceBlend);
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.fogFactorAndVertexLight.yz);
half animT = frac(_GlobalTime) * 16; // amination value for caustics(16 frames)
// Detail waves
half t = _Time.x;
half2 detailBump = SAMPLE_TEXTURE2D_ARRAY(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw * 0.25h + t + (IN.vertColor.a * 0.1), animT).xy;
IN.normal += (half3(detailBump.x, 0.5h, detailBump.y) * 2 - 1) * _BumpScale;
IN.normal += half3(waterFX.y, 0.5h, waterFX.z) - 0.5;
// Depth
float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * 0.002) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
// 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;
// Seabed UVs from depth
float4 H = float4(distortion*2.0-1.0, UNITY_REVERSED_Z == 1 ? depth.z : 1-depth.z, 1.0);
float4 D = mul(_InvViewProjection,H);
float2 seabedWS = D.xz/D.w;
// Caustics
half2 causticUV = (seabedWS * 0.3h + t + half2((IN.vertColor.a * 0.25), (1-IN.vertColor.a) * 0.25)) + IN.additionalData.w * 0.1h;
half caustics = SAMPLE_TEXTURE2D_ARRAY_LOD(_SurfaceMap, sampler_SurfaceMap, causticUV, animT, depth.x * 0.5).z * saturate(depth.x); // caustics for sea floor, darkened to 25%
// Fresnel
half fresnelTerm = CalculateFresnelTerm(lerp(IN.normal, half3(0, 1, 0), 0.5), IN.viewDir.xyz);
// Shadows
half shadow = MainLightRealtimeShadow(TransformWorldToShadowCoord(IN.posWS));
// Specular
half3 spec = Highlights(IN.posWS, 0.001, IN.normal, IN.viewDir) * shadow;
Light mainLight = GetMainLight();
half3 ambient = SampleSHPixel(IN.lightmapUVOrVertexSH, IN.normal) * (mainLight.color * mainLight.distanceAttenuation);
// Foam
float2 foamMapUV = (IN.uv.zw * 0.1) + (detailBump.xy * 0.0025) + half2(IN.vertColor.a * 0.1, (1-IN.vertColor.a) * 0.1) + _GlobalTime * 0.05;
half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, foamMapUV).rgb; //r=thick, g=medium, b=light
half shoreMask = pow(((1-depth.y + 9) * 0.1), 6);
half foamMask = (IN.additionalData.z);
half shoreWave = (sin(_Time.z + (depth.y * 10) + IN.vertColor.a) * 0.5 + 0.5) * saturate((1-depth.x) + 1);
foamMask = max(max((foamMask + shoreMask) - IN.vertColor.a * 0.25, waterFX.r * 2), shoreWave);
half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamMask, 0.66)).rgb;
half3 foam = length(foamMap * foamBlend).rrr;
// Reflections
half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0);
reflection = reflection + spec;
reflection *= 1 - saturate(foam);
// Refraction
half3 refraction = Refraction(distortion, depth.x * 0.25);
// Final Colouring
half depthMulti = 1 / _MaxDepth;
half3 color = (refraction + ((caustics * refraction) * mainLight.color));
color *= Absorption((depth.x) * depthMulti);
color += Scattering(depth.x * depthMulti) * (shadow * 0.5 + 0.5);// * saturate(1-length(reflection));// TODO - scattering from main light(maybe additional lights too depending on cost)
color *= 1 - saturate(foam);
//color *= 1-saturate(length(reflection));
// Foam lighting
foam *= (shadow * 0.9 + 0.1) * mainLight.color;
// Do compositing
half3 comp = lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
// Fog
float fogFactor = IN.fogFactorAndVertexLight.x;
comp = MixFog(comp, fogFactor);
return half4(comp, 1);
//return half4(refraction, 1); // debug line
}
#endif // WATER_COMMON_INCLUDED