[A] reflection prob and refraction
This commit is contained in:
@@ -38,7 +38,7 @@ RenderSettings:
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m_ReflectionIntensity: 1
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 0}
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.17885353, g: 0.22394334, b: 0.3057996, a: 1}
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m_IndirectSpecularColor: {r: 0.4410972, g: 0.48978937, b: 0.57004404, a: 1}
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m_UseRadianceAmbientProbe: 0
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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--- !u!157 &3
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LightmapSettings:
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LightmapSettings:
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@@ -19,8 +19,8 @@ MonoBehaviour:
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m_RendererDataList:
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m_RendererDataList:
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- {fileID: 11400000, guid: c40be3174f62c4acf8c1216858c64956, type: 2}
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m_DefaultRendererIndex: 0
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m_DefaultRendererIndex: 0
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m_RequireDepthTexture: 0
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m_RequireDepthTexture: 1
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m_RequireOpaqueTexture: 0
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m_RequireOpaqueTexture: 1
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m_OpaqueDownsampling: 1
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m_OpaqueDownsampling: 1
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m_SupportsTerrainHoles: 1
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m_SupportsTerrainHoles: 1
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m_SupportsHDR: 1
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m_SupportsHDR: 1
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@@ -11,8 +11,8 @@ ScriptedImporter:
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waterMesh:
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waterMesh:
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shape: 0
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shape: 0
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scale: 100
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scale: 100
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vertexDistance: 1
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vertexDistance: 2
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UVTiling: 2
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UVTiling: 1
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noise: 0
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noise: 0
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boundsPadding: 4
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boundsPadding: 4
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mesh: {fileID: -8670151273213183110, guid: 154c6496b574b495eaf1e56696d041c5, type: 3}
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@@ -90,8 +90,8 @@ Material:
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- _ClearCoatSmoothness: 0
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _Cull: 2
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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- _DepthHorizontal: 1.34
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- _DepthHorizontal: 1.47
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- _DepthVertical: 10.83
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- _DepthVertical: 5.99
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- _DetailAlbedoMapScale: 1
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _DstBlend: 0
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@@ -101,16 +101,20 @@ Material:
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- _GlossMapScale: 0
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _GlossyReflections: 0
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- _HorizonDistance: 21.27
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- _HorizonDistance: 20.6
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- _Metallic: 0
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- _Metallic: 0
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- _OcclusionStrength: 1
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _Parallax: 0.005
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- _QueueOffset: 0
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _ReceiveShadows: 1
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- _ReflectionBlur: 0.012
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- _ReflectionFresnel: 3.01
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- _ReflectionStrength: 0.909
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- _RefractionStrength: 0.332
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- _Smoothness: 0.5
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- _Smoothness: 0.5
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- _SmoothnessTextureChannel: 0
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SpecularHighlights: 1
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- _Speed: 1
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- _Speed: 3.49
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- _SrcBlend: 1
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- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _SrcBlendAlpha: 1
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- _Surface: 0
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- _Surface: 0
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@@ -119,24 +123,24 @@ Material:
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- _TranslucencyReflectionMask: 0.747
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- _TranslucencyReflectionMask: 0.747
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- _TranslucencyStrength: 1.03
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- _TranslucencyStrength: 1.03
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- _TranslucencyStrengthDirect: 0.07
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- _TranslucencyStrengthDirect: 0.07
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- _WaveCount: 3
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- _WaveCount: 2
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- _WaveDistance: 0.747
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- _WaveDistance: 0.759
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- _WaveHeight: 0.46
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- _WaveHeight: 0.16
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- _WaveNormalStr: 0.5
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- _WaveNormalStr: 0.2
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- _WaveSpeed: 1
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- _WaveSpeed: 1
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- _WaveSteepness: 2.24
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- _WaveSteepness: 3.17
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- _WorkflowMode: 1
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- _WorkflowMode: 1
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _BaseColor: {r: 0.0133944545, g: 0.20659995, b: 0.4056604, a: 0.84705883}
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- _BaseColor: {r: 0.1254902, g: 0.2901961, b: 0.34509805, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Direction: {r: 1, g: 1, b: 0, a: 0}
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- _Direction: {r: 1, g: 1, b: 0, a: 0}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _HorizonColor: {r: 0.09376113, g: 0.18046764, b: 0.46226418, a: 0.95686275}
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- _HorizonColor: {r: 0.09376113, g: 0.10980392, b: 0.32156864, a: 0.95686275}
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||||||
- _ShallowColor: {r: 0.07943218, g: 0.5314412, b: 0.8018868, a: 0.79607844}
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- _ShallowColor: {r: 0.105882354, g: 0.4117647, b: 0.62352943, a: 1}
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||||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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||||||
- _WaveDirection: {r: 1, g: 1, b: 1, a: 2}
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- _WaveDirection: {r: 1, g: 1, b: 1, a: 2}
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||||||
- _WaveFadeDistance: {r: 50, g: 81.68, b: 0, a: 0}
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- _WaveFadeDistance: {r: 0, g: 200, b: 0, a: 0}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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--- !u!114 &1635733923474585344
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--- !u!114 &1635733923474585344
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||||||
MonoBehaviour:
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MonoBehaviour:
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@@ -29,6 +29,9 @@ struct WaterSurface
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float alpha;
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float alpha;
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float fog;
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float fog;
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float edgeFade;
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float edgeFade;
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float3 reflections;
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float reflectionMask;
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};
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};
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struct SceneDepth
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struct SceneDepth
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@@ -44,13 +47,11 @@ struct SceneDepth
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#define DEPTH_SCALAR (FAR_CLIP - NEAR_CLIP)
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#define DEPTH_SCALAR (FAR_CLIP - NEAR_CLIP)
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//Return depth based on the used technique (buffer, vertex color, baked texture)
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//Return depth based on the used technique (buffer, vertex color, baked texture)
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SceneDepth SampleDepth(float4 positionNDC)
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SceneDepth SampleDepth(float2 uv)
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{
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{
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SceneDepth depth = (SceneDepth)0;
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SceneDepth depth = (SceneDepth)0;
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positionNDC.xy /= positionNDC.w;
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float raw = SampleSceneDepth(uv);
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float raw = SampleSceneDepth(positionNDC.xy);
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depth.raw = raw;
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depth.raw = raw;
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depth.eye = LinearEyeDepth(raw, _ZBufferParams);
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depth.eye = LinearEyeDepth(raw, _ZBufferParams);
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depth.linear01 = Linear01Depth(raw, _ZBufferParams) * DEPTH_SCALAR;
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depth.linear01 = Linear01Depth(raw, _ZBufferParams) * DEPTH_SCALAR;
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@@ -12,15 +12,16 @@ struct SceneData
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void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface water)
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void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface water)
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{
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{
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const float2 screenPos = input.positionNDC.xy / input.positionNDC.w;
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scene.positionNDC = input.positionNDC;
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scene.positionNDC = input.positionNDC;
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scene.screenPos = input.positionNDC.xy / input.positionNDC.w;
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scene.screenPos = screenPos;
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//Default for disabled depth texture
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//Default for disabled depth texture
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scene.viewDepth = 1;
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scene.viewDepth = 1;
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scene.verticalDepth = 1;
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scene.verticalDepth = 1;
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//Screen depth Projection to world position
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//Screen depth Projection to world position
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SceneDepth depth = SampleDepth(input.positionNDC);
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SceneDepth depth = SampleDepth(screenPos);
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float3 projWorldPos = depth.eye * (water.viewDelta / input.positionNDC.w) - _WorldSpaceCameraPos;
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float3 projWorldPos = depth.eye * (water.viewDelta / input.positionNDC.w) - _WorldSpaceCameraPos;
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scene.positionWS = -projWorldPos;
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scene.positionWS = -projWorldPos;
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@@ -31,7 +32,8 @@ void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface
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//Distance to opaque geometry in normal direction
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//Distance to opaque geometry in normal direction
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scene.verticalDepth = length((water.positionWS - scene.positionWS) * water.vertexNormal);
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scene.verticalDepth = length((water.positionWS - scene.positionWS) * water.vertexNormal);
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//scene.verticalDepth = DepthDistance(water.positionWS, scene.positionWS, water.waveNormal * normalSign);
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scene.color = SampleSceneColor(screenPos + input.normalWS.xz * 0.5 * _RefractionStrength);
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}
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}
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float GetWaterDensity(SceneData scene, float heightScalar, float viewDepthScalar)
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float GetWaterDensity(SceneData scene, float heightScalar, float viewDepthScalar)
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@@ -86,7 +88,9 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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PopulateSceneData(scene, input, water);
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PopulateSceneData(scene, input, water);
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//return float4(scene.verticalDepth.xxx, 1);
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//return float4(scene.verticalDepth.xxx, 0.7);
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//return float4(scene.viewDepth.xxx, 0.7);
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//return float4(scene.color, 1);
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water.fog = GetWaterDensity(scene, _DepthHorizontal, _DepthVertical);
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water.fog = GetWaterDensity(scene, _DepthHorizontal, _DepthVertical);
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@@ -104,6 +108,23 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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water.alpha *= water.edgeFade;
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water.alpha *= water.edgeFade;
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/* ========
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// Reflection Prob
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=========== */
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half3 reflectionVector = reflect(-water.viewDir, normalWS);
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water.reflections = GlossyEnvironmentReflection(reflectionVector, water.positionWS, _ReflectionBlur, 1 ,scene.screenPos.xy);
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//Schlick's BRDF fresnel AIR_RI = 1.000293
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float cosTheta = saturate(dot(normalWS, water.viewDir));
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water.reflectionMask = pow(max(0.0, 1.000293 - cosTheta), _ReflectionFresnel) * _ReflectionStrength;
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water.albedo = lerp(water.albedo, water.reflections.rgb, water.reflectionMask);
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/* ========
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// Refraction Prob
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=========== */
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/* ========
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/* ========
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// TRANSLUCENCY
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// TRANSLUCENCY
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@@ -152,9 +173,10 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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inputData.shadowMask = 0;//shadowMask;
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inputData.shadowMask = 0;//shadowMask;
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float4 finalColor = float4(ApplyLighting(surfaceData, scene.color, mainLight, inputData, water, translucencyData), water.alpha);
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float3 finalColor = ApplyLighting(surfaceData, mainLight, inputData, water, translucencyData);
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finalColor = lerp(scene.color, finalColor, 0.7);
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return finalColor;
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return float4(finalColor, water.alpha);
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// return float4(water.albedo, water.alpha);
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}
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}
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@@ -18,6 +18,11 @@ CBUFFER_START(UnityPerMaterial)
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half _TranslucencyExp;
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half _TranslucencyExp;
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half _TranslucencyCurvatureMask;
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half _TranslucencyCurvatureMask;
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float _ReflectionBlur;
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float _ReflectionFresnel;
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float _ReflectionStrength;
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float _RefractionStrength;
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//Waves
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//Waves
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@@ -31,7 +31,7 @@ void ApplyTranslucency(float3 subsurfaceColor, float3 lightDir, float3 lightColo
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//Based on UniversalFragmentBlinnPhong (no BRDF)
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//Based on UniversalFragmentBlinnPhong (no BRDF)
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||||||
float3 ApplyLighting(inout SurfaceData surfaceData, inout float3 sceneColor, Light mainLight, InputData inputData, WaterSurface water, TranslucencyData translucencyData)
|
float3 ApplyLighting(inout SurfaceData surfaceData, Light mainLight, InputData inputData, WaterSurface water, TranslucencyData translucencyData)
|
||||||
{
|
{
|
||||||
ApplyTranslucency(translucencyData.subsurfaceColor, mainLight.direction, mainLight.color, water.viewDir, water.vertexNormal, translucencyData.mask, translucencyData.strength, translucencyData.strengthIncident, translucencyData.exponent, translucencyData.curvature, surfaceData.emission.rgb );
|
ApplyTranslucency(translucencyData.subsurfaceColor, mainLight.direction, mainLight.color, water.viewDir, water.vertexNormal, translucencyData.mask, translucencyData.strength, translucencyData.strengthIncident, translucencyData.exponent, translucencyData.curvature, surfaceData.emission.rgb );
|
||||||
|
|
||||||
|
|||||||
@@ -50,6 +50,9 @@ Varyings LitPassVertex(Attributes input)
|
|||||||
//WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
|
//WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
|
||||||
WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
|
WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
|
||||||
|
|
||||||
|
//waves.normal = normalInput.normalWS;
|
||||||
|
//waves.position = 0;
|
||||||
|
|
||||||
//Apply vertex displacements
|
//Apply vertex displacements
|
||||||
positionWS += waves.position.xyz;
|
positionWS += waves.position.xyz;
|
||||||
|
|
||||||
|
|||||||
@@ -20,6 +20,12 @@ Shader "zzwater/ocean"
|
|||||||
_TranslucencyCurvatureMask("Translucency Curvature mask", Range(0, 1)) = 0.75
|
_TranslucencyCurvatureMask("Translucency Curvature mask", Range(0, 1)) = 0.75
|
||||||
_TranslucencyReflectionMask("Translucency Reflection mask", Range(0, 1)) = 1
|
_TranslucencyReflectionMask("Translucency Reflection mask", Range(0, 1)) = 1
|
||||||
|
|
||||||
|
_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
|
//waves
|
||||||
_WaveSpeed("Speed", Float) = 2
|
_WaveSpeed("Speed", Float) = 2
|
||||||
|
|||||||
@@ -59,7 +59,7 @@ GraphicsSettings:
|
|||||||
m_FogKeepExp: 1
|
m_FogKeepExp: 1
|
||||||
m_FogKeepExp2: 1
|
m_FogKeepExp2: 1
|
||||||
m_AlbedoSwatchInfos: []
|
m_AlbedoSwatchInfos: []
|
||||||
m_LightsUseLinearIntensity: 1
|
m_LightsUseLinearIntensity: 0
|
||||||
m_LightsUseColorTemperature: 1
|
m_LightsUseColorTemperature: 1
|
||||||
m_DefaultRenderingLayerMask: 1
|
m_DefaultRenderingLayerMask: 1
|
||||||
m_LogWhenShaderIsCompiled: 0
|
m_LogWhenShaderIsCompiled: 0
|
||||||
|
|||||||
@@ -47,7 +47,7 @@ PlayerSettings:
|
|||||||
defaultScreenWidthWeb: 960
|
defaultScreenWidthWeb: 960
|
||||||
defaultScreenHeightWeb: 600
|
defaultScreenHeightWeb: 600
|
||||||
m_StereoRenderingPath: 0
|
m_StereoRenderingPath: 0
|
||||||
m_ActiveColorSpace: 1
|
m_ActiveColorSpace: 0
|
||||||
unsupportedMSAAFallback: 0
|
unsupportedMSAAFallback: 0
|
||||||
m_SpriteBatchVertexThreshold: 300
|
m_SpriteBatchVertexThreshold: 300
|
||||||
m_MTRendering: 1
|
m_MTRendering: 1
|
||||||
|
|||||||
@@ -4,7 +4,7 @@
|
|||||||
QualitySettings:
|
QualitySettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 5
|
serializedVersion: 5
|
||||||
m_CurrentQuality: 0
|
m_CurrentQuality: 1
|
||||||
m_QualitySettings:
|
m_QualitySettings:
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
name: Performant
|
name: Performant
|
||||||
@@ -83,7 +83,7 @@ QualitySettings:
|
|||||||
realtimeGICPUUsage: 25
|
realtimeGICPUUsage: 25
|
||||||
lodBias: 1
|
lodBias: 1
|
||||||
maximumLODLevel: 0
|
maximumLODLevel: 0
|
||||||
enableLODCrossFade: 1
|
enableLODCrossFade: 0
|
||||||
streamingMipmapsActive: 0
|
streamingMipmapsActive: 0
|
||||||
streamingMipmapsAddAllCameras: 1
|
streamingMipmapsAddAllCameras: 1
|
||||||
streamingMipmapsMemoryBudget: 512
|
streamingMipmapsMemoryBudget: 512
|
||||||
|
|||||||
Reference in New Issue
Block a user