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 "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{
return pow(1.0 - saturate(dot(normalWS, viewDirectionWS)), 5);//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();
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
return specularTerm * mainLight.color * mainLight.distanceAttenuation;
}
///////////////////////////////////////////////////////////////////////////////
// Reflection Modes //
///////////////////////////////////////////////////////////////////////////////
half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, half fresnelTerm, half roughness)
{
half3 reflection = 0;
half2 refOffset = 0;
#if _REFLECTION_CUBEMAP
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
reflection = SAMPLE_TEXTURECUBE(_CubemapTexture, sampler_CubemapTexture, reflectVector).rgb;
#elif _REFLECTION_PROBES
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
reflection = GlossyEnvironmentReflection(reflectVector, 0, 1);
#elif _REFLECTION_PLANARREFLECTION
// get the perspective projection
float2 p11_22 = float2(unity_CameraInvProjection._11, unity_CameraInvProjection._22) * 10;
// conver the uvs into view space by "undoing" projection
float3 viewDir = -(float3((screenUV * 2 - 1) / p11_22, -1));
half3 viewNormal = mul(normalWS, (float3x3)GetWorldToViewMatrix()).xyz;
half3 reflectVector = reflect(-viewDir, viewNormal);
half2 reflectionUV = screenUV + normalWS.zx * half2(0.02, 0.15);
reflection += SAMPLE_TEXTURE2D_LOD(_PlanarReflectionTexture, sampler_ScreenTextures_linear_clamp, reflectionUV, 6 * roughness).rgb;//planar reflection
#endif
//do backup
//return reflectVector.yyy;
return reflection * fresnelTerm;
}
#endif // WATER_LIGHTING_INCLUDED