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 INFINITE_WATER_INCLUDED
#define INFINITE_WATER_INCLUDED
#define EPSILON 0.00001
float _CameraRoll;
float _Size;
struct InfinitePlane
{
float3 hit;
float3 positionWS;
float depth;
};
// ray-plane intersection test
// @return side of plane hit
// 0 : no hit
// 1 : front
// 2 : back
int intersect_plane (float3 ro, float3 rd, float3 po, float3 pd, out float3 hit)
{
float D = dot(po, pd); // re-parameterize plane to normal + distance
float tn = D - dot(ro, pd); // ray pos w.r.t. plane (front, back, on)
float td = dot (rd, pd); // ray ori w.r.t. plane (towards, away, parallel)
if (td > -EPSILON && td < EPSILON) return 0; // parallel to plane
float t = tn / td; // dist along ray to hit
if (t < 0.0) return 0; // plane lies behind ray
hit = ro + t * rd; // got a hit
return (tn > 0.0) ? 2 : 1; // which side of the plane?
}
InfinitePlane WorldPlane(float4 positionSS, float4 viewDirection)
{
InfinitePlane output;
float4 p = positionSS;
float2 uv = p.xy / p.w; // [0, 1]
half2 st = 2.0 * uv - half2(1.0, 1.0);
float asp = _ScreenParams.x / _ScreenParams.y;
float2 st_adj = float2(st.x * asp, st.y);
// camera settings
float3 cameraPosition = GetCameraPositionWS();
float3 cam_ori = float3(-cameraPosition.x, cameraPosition.y, cameraPosition.z);
float3 cam_dir = float3(viewDirection.x, -viewDirection.y, -viewDirection.z);
// over, up, norm basis vectors for camera
half zRot = radians(-_CameraRoll);
float3 cam_ovr = normalize(cross(cam_dir, half3(0, cos(zRot), sin(zRot))));
float3 cam_uhp = normalize(cross(cam_ovr, cam_dir));
// scene
float3 planeOrigin = 0;
float3 planeDirection = half3(0.0, 1.0, 0.0);
// ray
half3 rayOrigin = cam_ori;
float cam_dist = unity_CameraProjection._m11;
float3 rayTransform = cam_ori + cam_dist*cam_dir;
rayTransform += st_adj.x * cam_ovr;
rayTransform += st_adj.y * cam_uhp;
half3 rayDirection = normalize(rayTransform - cam_ori);
int side = intersect_plane (rayOrigin, rayDirection, planeOrigin, planeDirection, output.hit);
if(side == 0)
discard;
// plane
output.positionWS = float3(-dot(output.hit, half3(1, 0, 0)), 0.0, dot(output.hit, half3(0, 0, 1)));
// re-construct depth
float4 projParams = _ProjectionParams;
float a = projParams.z / ( projParams.z - projParams.y );
float b = projParams.z * projParams.y / ( projParams.y - projParams.z );
float z = length(output.hit + half3(cameraPosition.x, cameraPosition.y + 1, -cameraPosition.z)) / viewDirection.w;
output.depth = a + b / z;
return output;
}
#endif //INFINITE_WATER_INCLUDED