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264 行
10 KiB
264 行
10 KiB
#ifndef WATER_COMMON_INCLUDED
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#define WATER_COMMON_INCLUDED
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#define SHADOWS_SCREEN 0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "WaterInput.hlsl"
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#include "CommonUtilities.hlsl"
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#include "GerstnerWaves.hlsl"
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#include "WaterLighting.hlsl"
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///////////////////////////////////////////////////////////////////////////////
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// Structs //
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///////////////////////////////////////////////////////////////////////////////
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struct WaterVertexInput // vert struct
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{
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float4 vertex : POSITION; // vertex positions
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float2 texcoord : TEXCOORD0; // local UVs
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct WaterVertexOutput // fragment struct
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{
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float4 uv : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw
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float3 posWS : TEXCOORD1; // world position of the vertices
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half3 normal : NORMAL; // vert normals
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float3 viewDir : TEXCOORD2; // view direction
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float3 preWaveSP : TEXCOORD3; // screen position of the verticies before wave distortion
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half2 fogFactorNoise : TEXCOORD4; // x: fogFactor, y: noise
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float4 additionalData : TEXCOORD5; // x = distance to surface, y = distance to surface, z = normalized wave height, w = horizontal movement
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half4 shadowCoord : TEXCOORD6; // for ssshadows
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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///////////////////////////////////////////////////////////////////////////////
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// Water shading functions //
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///////////////////////////////////////////////////////////////////////////////
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half3 Scattering(half depth)
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{
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return SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(depth, 0.375h)).rgb;
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}
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half3 Absorption(half depth)
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{
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return SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(depth, 0.0h)).rgb;
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}
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float2 AdjustedDepth(half2 uvs, half4 additionalData)
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{
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float rawD = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_ScreenTextures_linear_clamp, uvs);
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float d = LinearEyeDepth(rawD, _ZBufferParams);
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return float2(d * additionalData.x - additionalData.y, (rawD * -_ProjectionParams.x) + (1-UNITY_REVERSED_Z));
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}
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float3 WaterDepth(float3 posWS, half2 texcoords, half4 additionalData, half2 screenUVs)// x = seafloor depth, y = water depth
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{
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float3 outDepth = 0;
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outDepth.xz = AdjustedDepth(screenUVs, additionalData);
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float wd = (1 - SAMPLE_TEXTURE2D_LOD(_WaterDepthMap, sampler_WaterDepthMap_linear_clamp, texcoords, 3).r) * 19.1;
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outDepth.y = (wd - 3.5) + posWS.y;
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return outDepth;
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}
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half3 Refraction(half2 distortion, half depth, real depthMulti)
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{
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half3 output = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, depth * 0.25).rgb;
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output *= Absorption((depth) * depthMulti);
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return output;
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}
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half2 DistortionUVs(half depth, float3 normalWS)
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{
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half3 viewNormal = mul((float3x3)GetWorldToHClipMatrix(), -normalWS).xyz;
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return viewNormal.xz * saturate((depth) * 0.005);
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}
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half4 AdditionalData(float3 postionWS, WaveStruct wave)
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{
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half4 data = half4(0.0, 0.0, 0.0, 0.0);
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float3 viewPos = TransformWorldToView(postionWS);
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data.x = length(viewPos / viewPos.z);// distance to surface
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data.y = length(GetCameraPositionWS().xyz - postionWS); // local position in camera space
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data.z = wave.position.y / _MaxWaveHeight; // encode the normalized wave height into additional data
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data.w = wave.position.x + wave.position.z;
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return data;
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}
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WaterVertexOutput WaveVertexOperations(WaterVertexOutput input)
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{
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#if defined(_STATIC_WATER)
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float time = 0;
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#else
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float time = _Time.y;
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#endif
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input.normal = float3(0, 1, 0);
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input.fogFactorNoise.y = ((noise((input.posWS.xz * 0.5) + time) + noise((input.posWS.xz * 1) + time)) * 0.25 - 0.5) + 1;
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// Detail UVs
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input.uv.zw = input.posWS.xz * 0.1h + time * 0.05h + (input.fogFactorNoise.y * 0.1);
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input.uv.xy = input.posWS.xz * 0.4h - time.xx * 0.1h + (input.fogFactorNoise.y * 0.2);
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half4 screenUV = ComputeScreenPos(TransformWorldToHClip(input.posWS));
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screenUV.xyz /= screenUV.w;
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// shallows mask
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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;
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waterDepth = waterDepth - 4.1;
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input.posWS.y += saturate((1-waterDepth) * 0.6 - 0.5);
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//Gerstner here
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WaveStruct wave;
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SampleWaves(input.posWS, saturate((waterDepth * 0.25)) + 0.05, wave);
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input.normal = wave.normal.xzy;
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input.posWS += wave.position;
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#ifdef SHADER_API_PS4
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input.posWS.y -= 0.5;
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#endif
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// Dynamic displacement
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half4 waterFX = SAMPLE_TEXTURE2D_LOD(_WaterFXMap, sampler_ScreenTextures_linear_clamp, screenUV.xy, 0);
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input.posWS.y += waterFX.w * 2 - 1;
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// After waves
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input.clipPos = TransformWorldToHClip(input.posWS);
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input.shadowCoord = ComputeScreenPos(input.clipPos);
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input.viewDir = SafeNormalize(_WorldSpaceCameraPos - input.posWS);
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// Fog
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input.fogFactorNoise.x = ComputeFogFactor(input.clipPos.z);
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input.preWaveSP = screenUV.xyz; // pre-displaced screenUVs
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// Additional data
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input.additionalData = AdditionalData(input.posWS, wave);
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// distance blend
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half distanceBlend = saturate(abs(length((_WorldSpaceCameraPos.xz - input.posWS.xz) * 0.005)) - 0.25);
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input.normal = lerp(input.normal, half3(0, 1, 0), distanceBlend);
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return input;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Vertex: Used for Standard non-tessellated water
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WaterVertexOutput WaterVertex(WaterVertexInput v)
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{
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WaterVertexOutput o;// = (WaterVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv.xy = v.texcoord; // geo uvs
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o.posWS = TransformObjectToWorld(v.vertex.xyz);
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o = WaveVertexOperations(o);
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return o;
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}
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// Fragment for water
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half4 WaterFragment(WaterVertexOutput IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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half3 screenUV = IN.shadowCoord.xyz / IN.shadowCoord.w;//screen UVs
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half4 waterFX = SAMPLE_TEXTURE2D(_WaterFXMap, sampler_ScreenTextures_linear_clamp, IN.preWaveSP.xy);
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// Depth
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float3 depth = WaterDepth(IN.posWS, (IN.posWS.xz * half2(0.002, -0.002)) + 0.5, IN.additionalData, screenUV.xy);// TODO - hardcoded shore depth UVs
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half depthMulti = 1 / _MaxDepth;
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// Lighting
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half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
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#ifndef _STATIC_WATER
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jitterUV += frac(_Time.zw);
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#endif
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float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV).xyz * 2 - 1;
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float3 lightJitter = IN.posWS + jitterTexture.xzy * 2.5;
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Light mainLightJittered = GetMainLight(TransformWorldToShadowCoord(lightJitter));
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Light mainLight = GetMainLight(TransformWorldToShadowCoord(IN.posWS));
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half shadow = mainLightJittered.shadowAttenuation;
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half3 GI = SampleSH(IN.normal);
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// SSS
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half3 sss = 1 * (shadow * mainLight.color + GI);
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// Foam
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half3 foamMap = SAMPLE_TEXTURE2D(_FoamMap, sampler_FoamMap, IN.uv.zw).rgb; //r=thick, g=medium, b=light
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half waveFoam = saturate(IN.posWS.y + 0.5);
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half edgeFoam = saturate(1 - depth.x * 0.5 - 0.25);
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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);
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half3 foamBlend = SAMPLE_TEXTURE2D(_AbsorptionScatteringRamp, sampler_AbsorptionScatteringRamp, half2(foamBlendMask, 0.66)).rgb;
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half foamMask = saturate(length(foamMap * foamBlend) * 1.5 - 0.1 + saturate(1 - depth.x * 4) * 0.5);
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// Foam lighting
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half3 foam = foamMask.xxx * (mainLight.shadowAttenuation * mainLight.color + GI);
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// Detail waves
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half2 detailBump1 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.zw).xy * 2 - 1;
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half2 detailBump2 = SAMPLE_TEXTURE2D(_SurfaceMap, sampler_SurfaceMap, IN.uv.xy).xy * 2 - 1;
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half2 detailBump = (detailBump1 + detailBump2 * 0.5) * saturate(depth.x * 0.25);
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IN.normal += half3(detailBump.x, 0, detailBump.y) * _BumpScale;
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IN.normal += half3(1-waterFX.y, 0.5h, 1-waterFX.z) - 0.5;
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IN.normal = normalize(IN.normal);
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// Distortion
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half2 distortion = DistortionUVs(depth.x, IN.normal);
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distortion = screenUV.xy + distortion;// * clamp(depth.x, 0, 5);
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float d = depth.x;
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depth.xz = AdjustedDepth(distortion, IN.additionalData);
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distortion = depth.x < 0 ? screenUV.xy : distortion;
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depth.x = depth.x < 0 ? d : depth.x;
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// Fresnel
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half fresnelTerm = CalculateFresnelTerm(IN.normal, IN.viewDir.xyz);
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BRDFData brdfData;
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InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.9, 1, brdfData);
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half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color;
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#ifdef _ADDITIONAL_LIGHTS
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uint pixelLightCount = GetAdditionalLightsCount();
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for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
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{
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Light light = GetAdditionalLight(lightIndex, IN.posWS);
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spec += LightingPhysicallyBased(brdfData, light, IN.normal, IN.viewDir);
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sss += light.distanceAttenuation * light.color;
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}
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#endif
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sss *= Scattering(depth.x * depthMulti);
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// Reflections
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half3 reflection = SampleReflections(IN.normal, IN.viewDir.xyz, screenUV.xy, fresnelTerm, 0.0);
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reflection = clamp(reflection + spec, 0, 1024);
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// Refraction
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half3 refraction = Refraction(distortion, depth.x, depthMulti);
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// Final Colouring
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half3 diffuse = refraction + sss;
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// Do compositing
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half3 comp = lerp(reflection + diffuse, foam, foamMask); //lerp(refraction, color + reflection + foam, 1-saturate(1-depth.x * 25));
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// Fog
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float fogFactor = IN.fogFactorNoise.x;
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comp = MixFog(comp, fogFactor);
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return half4(comp, 1);
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//return half4(reflection, 1); // debug line
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//return half4(diffuse, 1); // debug line
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//return half4( (1 - foamMask).xxx, 1); // debug line
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//return half4(IN.normal, 1); // debug line
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}
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#endif // WATER_COMMON_INCLUDED
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