[A] Tessellattion

This commit is contained in:
2024-07-19 21:39:29 +08:00
parent 56a1e3da98
commit 3758ba0a99
17 changed files with 1785 additions and 109 deletions

View File

@@ -27,7 +27,7 @@ public class FPS : MonoBehaviour
void Start()
{
Application.targetFrameRate = 0;
Application.targetFrameRate = 60;
}
void OnGUI()
@@ -47,4 +47,15 @@ public class FPS : MonoBehaviour
Rect rect = new Rect(20, h * 0.4f, w * 0.5f, h * 2 / 100);
GUI.Label(rect, text, fpsStyle);
}
public GameObject[] objs;
[ContextMenu("Switch")]
void Switch()
{
foreach (var obj in objs)
{
obj.SetActive(!obj.activeSelf);
}
}
}

View File

@@ -7,6 +7,9 @@ using UnityEngine;
public class TestUI : MonoBehaviour
{
public TMP_Dropdown QualityDropdown;
public TMP_Dropdown waterSwitch;
public GameObject[] Waters;
private void OnEnable()
{
@@ -19,5 +22,20 @@ public class TestUI : MonoBehaviour
QualityDropdown.AddOptions(QualitySettings.names.ToList());
QualityDropdown.value = QualitySettings.GetQualityLevel();
QualityDropdown.onValueChanged.AddListener(index => QualitySettings.SetQualityLevel(index));
waterSwitch.ClearOptions();
waterSwitch.AddOptions(Waters.Select(_ => _.name).ToList());
waterSwitch.value = 0;
OnWaterChange(0);
waterSwitch.onValueChanged.AddListener(OnWaterChange);
}
private void OnWaterChange(int index)
{
for(int i = 0; i < Waters.Length; i++)
{
Waters[i].SetActive(i == index);
}
}
}

File diff suppressed because it is too large Load Diff

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@@ -107,10 +107,10 @@ Material:
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- _QueueOffset: 0
- _ReceiveShadows: 1
- _ReflectionBlur: 0.012
- _ReflectionFresnel: 3.01
- _ReflectionBlur: 0.049
- _ReflectionFresnel: 4.92
- _ReflectionStrength: 0.913
- _RefractionStrength: 0.415
- _RefractionStrength: 0.278
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
@@ -122,22 +122,22 @@ Material:
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- _TranslucencyReflectionMask: 0.764
- _TranslucencyStrength: 0.7
- _TranslucencyStrengthDirect: 0.411
- _TranslucencyStrengthDirect: 0.421
- _WaveCount: 2
- _WaveDistance: 0.66
- _WaveDistance: 0.764
- _WaveHeight: 0.17
- _WaveNormalStr: 0.2
- _WaveSpeed: 0.88
- _WaveSpeed: 1.2
- _WaveSteepness: 3.17
- _WorkflowMode: 1
- _ZWrite: 1
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- _HorizonColor: {r: 0.09376113, g: 0.10980392, b: 0.32156864, a: 0.95686275}
- _ShallowColor: {r: 0.105882354, g: 0.4117647, b: 0.62352943, a: 1}
- _HorizonColor: {r: 0.09376113, g: 0.10980392, b: 0.32156864, a: 1}
- _ShallowColor: {r: 0.105882354, g: 0.4117647, b: 0.62352943, a: 0.9019608}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
- _WaveDirection: {r: 1, g: 1, b: 1, a: 2}
- _WaveFadeDistance: {r: 0, g: 200, b: 0, a: 0}

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@@ -11,7 +11,7 @@ ScriptedImporter:
waterMesh:
shape: 0
scale: 100
vertexDistance: 2
vertexDistance: 1
UVTiling: 1
noise: 0
boundsPadding: 4

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@@ -4,6 +4,12 @@ CBUFFER_START(UnityPerMaterial)
float2 _Direction;
float _Speed;
#ifdef TESSELLATION_ON
float _TessValue;
float _TessMin;
float _TessMax;
#endif
//Color + Transparency
half4 _BaseColor;
half4 _ShallowColor;

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@@ -0,0 +1,167 @@
//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
#if defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL)
// AMD recommends this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
#define MAX_TESSELLATION_FACTORS 15.0
#else
#define MAX_TESSELLATION_FACTORS 64.0
#endif
#if defined(SHADER_API_GLES2)
#warning Current graphics API does not support tessellation, falling back to non-tessellated shader automatically.
#else
#define UNITY_CAN_COMPILE_TESSELLATION
#endif
struct Attributes
{
float4 positionOS : POSITION;
float4 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
//wPos.x in w-component
float4 normalWS : NORMAL;
//wPos.y in w-component
float4 tangent : TANGENT;
//wPos.z in w-component
float4 bitangent : TEXCOORD4;
float4 positionNDC : TEXCOORD5;
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float4 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
VertexControl VertexTessellation(Attributes input)
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
return output;
}
float CalcDistanceTessFactor(float4 positionOS, float minDist, float maxDist, float tess)
{
float3 positionWS = TransformObjectToWorld(positionOS.xyz).xyz;
float dist = distance(positionWS, GetCurrentViewPosition());
float f = (1.0-saturate((dist - minDist) / (maxDist - minDist)) + 0.001) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist)
{
float3 f;
f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess);
f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess);
f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess);
//Don't use the Core RP version, creates cracks on edges
return CalcTriEdgeTessFactors(f);
}
TessellationFactors HullConstant(InputPatch<VertexControl, 3> patch)
{
TessellationFactors output;
float4 tf = DistanceBasedTess(patch[0].positionOS, patch[1].positionOS, patch[2].positionOS, _TessValue, _TessMin, _TessMax);
UNITY_SETUP_INSTANCE_ID(patch[0]);
output.edge[0] = tf.x;
output.edge[1] = tf.y;
output.edge[2] = tf.z;
output.inside = tf.w;
return output;
}
[maxtessfactor(MAX_TESSELLATION_FACTORS)]
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("HullConstant")]
[outputcontrolpoints(3)]
VertexControl Hull(InputPatch<VertexControl, 3> input, uint id : SV_OutputControlPointID)
{
return input[id];
}
#define TESSELLATION_INTERPOLATE_BARY_URP(name, bary) IN.name = input[0].name * bary.x + input[1].name * bary.y + input[2].name * bary.z
[domain("tri")]
Varyings Domain(TessellationFactors factors, OutputPatch<VertexControl, 3> input, float3 baryCoords : SV_DomainLocation)
{
Attributes IN = (Attributes)0;
Varyings output = (Varyings)0;
TESSELLATION_INTERPOLATE_BARY_URP(positionOS, baryCoords);
TESSELLATION_INTERPOLATE_BARY_URP(normalOS, baryCoords);
TESSELLATION_INTERPOLATE_BARY_URP(tangentOS, baryCoords);
//Tessellation does not work entirely correct with GPU instancing
UNITY_TRANSFER_INSTANCE_ID(input[0], output);
VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normalOS.xyz, IN.tangentOS);
float3 positionWS = TransformObjectToWorld(IN.positionOS.xyz);
WaveInfo waves = GetWaveInfo(positionWS.xz, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
positionWS += waves.position;
float4 positionCS = TransformWorldToHClip(positionWS);
output.positionCS = positionCS;
float4 ndc = positionCS * 0.5f;
ndc.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
ndc.zw = positionCS.zw;
output.positionNDC = ndc;
output.normalWS = float4(waves.normal, positionWS.x);
output.tangent = float4(normalInput.tangentWS, positionWS.y);
output.bitangent = float4(normalInput.bitangentWS, positionWS.z);
return output;
}

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@@ -69,15 +69,10 @@ Shader "zzwater/ocean"
#include "Packages/zzwater/shaders/libs/Common.hlsl"
#include "Packages/zzwater/shaders/libs/Input.hlsl"
#include "Packages/zzwater/shaders/libs/Waves.hlsl"
#pragma vertex LitPassVertex
#include "Packages/zzwater/shaders/libs/Vertex.hlsl"
#pragma vertex Vertex
Varyings Vertex(Attributes v)
{
return LitPassVertex(v);
}
#pragma fragment ForwardPassFragment
#include "Packages/zzwater/shaders/libs/ForwardPass.hlsl"

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@@ -0,0 +1,96 @@
Shader "zzwater/ocean_tess"
{
Properties
{
_Direction("Animation direction", Vector) = (0,-1,0,0)
_Speed("Animation Speed", Float) = 1
//Tessellation
_TessValue("Max subdivisions", Range(1, 64)) = 16
_TessMin("Start Distance", Float) = 0
_TessMax("End Distance", Float) = 15
//Color + Transparency
[HDR]_BaseColor("Deep", Color) = (0, 0.44, 0.62, 1)
[HDR]_ShallowColor("Shallow", Color) = (0.1, 0.9, 0.89, 0.02)
[HDR]_HorizonColor("Horizon", Color) = (0.84, 1, 1, 0.15)
_HorizonDistance("Horizon Distance", Range(0.01 , 32)) = 8
_DepthVertical("View Depth", Range(0.01 , 16)) = 4
_DepthHorizontal("Vertical Height Depth", Range(0.01 , 8)) = 1
_EdgeFade("Edge Fade", Float) = 0.1
_TranslucencyStrengthDirect("Translucency Strength (Direct)", Range(0 , 0.5)) = 0.05
_ReflectionStrength("Reflection Strength", Range(0, 1)) = 1
_ReflectionBlur("Probe Blur Factor", Range(0, 1)) = 0
_ReflectionFresnel("Reflection Curvature mask", Range(0.01, 20)) = 5
_RefractionStrength("Refraction Strength", Range(0, 1)) = 0.1
//waves
_WaveSpeed("Speed", Float) = 2
_WaveHeight("Height", Range(0 , 10)) = 0.25
_WaveNormalStr("Normal Strength", Range(0 , 32)) = 0.5
_WaveDistance("Distance", Range(0 , 1)) = 0.8
_WaveFadeDistance("Wave fade distance (Start/End)", Vector) = (150, 300, 0, 0)
_WaveSteepness("Steepness", Range(0 , 5)) = 0.1
_WaveCount("Count", Range(1 , 5)) = 1
_WaveDirection("Direction", vector) = (1,1,1,1)
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
"Queue" = "Transparent+0"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
Cull Back
ZTest LEqual
ZClip On
HLSLPROGRAM
#pragma target 4.6
#pragma exclude_renderers gles
#define TESSELLATION_ON
#pragma require tessellation tessHW
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/zzwater/shaders/libs/URP.hlsl"
#include "Packages/zzwater/shaders/libs/Common.hlsl"
#include "Packages/zzwater/shaders/libs/Input.hlsl"
#include "Packages/zzwater/shaders/libs/Waves.hlsl"
#pragma vertex VertexTessellation
#include "Packages/zzwater/shaders/libs/Tesselation.hlsl"
#pragma fragment ForwardPassFragment
#include "Packages/zzwater/shaders/libs/ForwardPass.hlsl"
ENDHLSL
}
}
FallBack "Diffuse"
}

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