[M] simplifiy ocean shader

This commit is contained in:
2024-07-19 15:07:24 +08:00
parent 3c7193cedd
commit 8a78f03983
7 changed files with 52 additions and 145 deletions

View File

@@ -90,18 +90,18 @@ Material:
- _ClearCoatSmoothness: 0
- _Cull: 2
- _Cutoff: 0.5
- _DepthHorizontal: 1.47
- _DepthVertical: 5.99
- _DepthHorizontal: 2.36
- _DepthVertical: 7.44
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EdgeFade: 8.34
- _EdgeFade: 19.08
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _HorizonDistance: 20.6
- _HorizonDistance: 26.6
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
@@ -109,25 +109,25 @@ Material:
- _ReceiveShadows: 1
- _ReflectionBlur: 0.012
- _ReflectionFresnel: 3.01
- _ReflectionStrength: 0.909
- _RefractionStrength: 0.332
- _ReflectionStrength: 0.913
- _RefractionStrength: 0.415
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _Speed: 3.49
- _Speed: 1
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
- _TranslucencyCurvatureMask: 0.584
- _TranslucencyExp: 15.3
- _TranslucencyReflectionMask: 0.747
- _TranslucencyStrength: 1.03
- _TranslucencyStrengthDirect: 0.07
- _TranslucencyCurvatureMask: 0.708
- _TranslucencyExp: 10
- _TranslucencyReflectionMask: 0.764
- _TranslucencyStrength: 0.7
- _TranslucencyStrengthDirect: 0.411
- _WaveCount: 2
- _WaveDistance: 0.759
- _WaveHeight: 0.16
- _WaveDistance: 0.66
- _WaveHeight: 0.17
- _WaveNormalStr: 0.2
- _WaveSpeed: 1
- _WaveSpeed: 0.88
- _WaveSteepness: 3.17
- _WorkflowMode: 1
- _ZWrite: 1

View File

@@ -38,9 +38,6 @@ void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface
float GetWaterDensity(SceneData scene, float heightScalar, float viewDepthScalar)
{
//Best default value, otherwise water just turns invisible (infinitely shallow)
float density = 1.0;
float viewDepth = scene.viewDepth;
float verticalDepth = scene.verticalDepth;
@@ -64,24 +61,15 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
water.alpha = 1.0;
water.positionWS = positionWS;
water.viewDelta = _WorldSpaceCameraPos - positionWS;
water.viewDir = normalize(water.viewDelta);
float3 viewDir = normalize(water.viewDelta);
water.viewDir = viewDir;
water.vertexNormal = normalize(input.normalWS.xyz);
//Normal
water.tangentNormal = float3(0.5, 0.5, 1);
water.tangentWorldNormal = normalWS;
//Tangent-space
//water.tangentNormal = SampleNormals(uv, _NormalTiling, _NormalSubTiling, positionWS, TIME, _NormalSpeed, _NormalSubSpeed, water.slope, water.vFace);
//Based on wave normal, makes it easier to create blend between the smooth wave normals and high-frequency normal maps
//water.tangentToWorldMatrix = half3x3(WorldTangent, WorldBiTangent, water.waveNormal);
//World-space
//water.tangentWorldNormal = normalize(TransformTangentToWorld(water.tangentNormal, water.tangentToWorldMatrix));
half VdotN = 1.0 - saturate(dot(water.viewDir, normalWS));
half VdotN = 1.0 - saturate(dot(viewDir, normalWS));
half4 shadowMask = 1.0;
float4 shadowCoords = float4(0, 0, 0, 0);
Light mainLight = GetMainLight(shadowCoords, water.positionWS, shadowMask);
@@ -112,71 +100,45 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
// Reflection Prob
=========== */
half3 reflectionVector = reflect(-water.viewDir, normalWS);
half3 reflectionVector = reflect(-viewDir, normalWS);
water.reflections = GlossyEnvironmentReflection(reflectionVector, water.positionWS, _ReflectionBlur, 1 ,scene.screenPos.xy);
//Schlick's BRDF fresnel AIR_RI = 1.000293
float cosTheta = saturate(dot(normalWS, water.viewDir));
float cosTheta = saturate(dot(normalWS, viewDir));
water.reflectionMask = pow(max(0.0, 1.000293 - cosTheta), _ReflectionFresnel) * _ReflectionStrength;
water.albedo = lerp(water.albedo, water.reflections.rgb, water.reflectionMask);
/* ========
// Refraction Prob
=========== */
// =================== Make ApplyLight simple =========================
/* ========
// TRANSLUCENCY
=========== */
TranslucencyData translucencyData = (TranslucencyData)0;
float scatteringMask = 1.0;
scatteringMask = saturate(water.fog + water.edgeFade);
//scatteringMask = saturate((water.fog + water.edgeFade) - (water.reflectionMask * water.vFace)) * water.shadowMask;
//scatteringMask -= water.foam;
//scatteringMask = saturate(scatteringMask);
translucencyData.subsurfaceColor = _ShallowColor.rgb;
//translucencyData.lightColor = mainLight.color;
//translucencyData.lightDir = mainLight.direction;
// =====Translucency Begin========
float3 lightDir = mainLight.direction;
float3 lightColor = mainLight.color;
float3 emission = 0;
float3 specular = 0;
//translucencyData.normal = normalWS;
translucencyData.curvature = _TranslucencyCurvatureMask;
translucencyData.mask = scatteringMask;
translucencyData.strength = _TranslucencyStrength;
translucencyData.strengthIncident = _TranslucencyStrengthDirect;
//translucencyData.viewDir = water.viewDir;
translucencyData.exponent = _TranslucencyExp;
float scatteringMask = saturate(water.fog + water.edgeFade);
/* ========
// UNITY SURFACE & INPUT DATA
=========== */
SurfaceData surfaceData = (SurfaceData)0;
half incident = saturate(dot(lightDir, normalWS)) * _TranslucencyStrengthDirect;
surfaceData.albedo = water.albedo.rgb;
surfaceData.specular = 0;// water.specular.rgb;
surfaceData.metallic = 0;
surfaceData.smoothness = 0;
surfaceData.normalTS = water.tangentNormal;
surfaceData.emission = 0; //To be populated with translucency+caustics
surfaceData.occlusion = 1.0;
surfaceData.alpha = water.alpha;
const float lightIntensity = lightColor.r * 0.3 + lightColor.g * 0.59 + lightColor.b * 0.11;
InputData inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.viewDirectionWS = water.viewDir;
inputData.shadowCoord = shadowCoords;
inputData.normalWS = water.tangentWorldNormal;
inputData.fogCoord = 0;//InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = 0;//input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = 0;
inputData.shadowMask = 0;//shadowMask;
half attenuation = (incident) * scatteringMask * lightIntensity;
emission += lerp(emission, _ShallowColor.rgb, attenuation);
float3 finalColor = ApplyLighting(surfaceData, mainLight, inputData, water, translucencyData);
// =====Translucency End========
// LightingLambert Light applied here
half3 attenuatedLightColor = lightColor * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseColor = LightingLambert(attenuatedLightColor, lightDir, normalWS);
finalColor = lerp(scene.color, finalColor, 0.7);
float3 finalColor = (water.albedo * diffuseColor) + emission + specular;
// =================== Make ApplyLight simple =========================
finalColor = lerp(scene.color, finalColor, water.fog);
return float4(finalColor, water.alpha);
}

View File

@@ -13,10 +13,7 @@ CBUFFER_START(UnityPerMaterial)
float _DepthHorizontal;
half _EdgeFade;
half _TranslucencyStrength;
half _TranslucencyStrengthDirect;
half _TranslucencyExp;
half _TranslucencyCurvatureMask;
float _ReflectionBlur;
float _ReflectionFresnel;

View File

@@ -1,45 +0,0 @@
struct TranslucencyData
{
float3 subsurfaceColor;
float curvature;
float mask; //Actually the 'thickness'
float strength;
float strengthIncident;
float exponent;
};
void ApplyTranslucency(float3 subsurfaceColor, float3 lightDir, float3 lightColor, float3 viewDir, float3 normal, float occlusion, float strength, float incidentStrength, float exponent, float offset, inout float3 emission)
{
//Coefficient describing how much the surface orientation is between the camera and the direction of/to the light
half transmittance = saturate(dot(-viewDir, lightDir));
//Exponentiate to tighten the falloff
transmittance = saturate(pow(transmittance, exponent)) * strength;
half incident = saturate(dot(lightDir, normal)) * incidentStrength;
//Mask by normals facing away from the light (backfaces, in light-space)
const half curvature = saturate(lerp(1.0, dot(normal, -lightDir), offset));
transmittance *= curvature;
const float lightIntensity = lightColor.r * 0.3 + lightColor.g * 0.59 + lightColor.b * 0.11;
half attenuation = (transmittance + incident) * occlusion * lightIntensity;
emission += lerp(emission, subsurfaceColor, attenuation);
}
//Based on UniversalFragmentBlinnPhong (no BRDF)
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 );
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, water.vertexNormal);
float3 color = (surfaceData.albedo.rgb * diffuseColor) + surfaceData.emission.rgb + surfaceData.specular;
return color;
}

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@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: cf5941ae7f85e4b30bab818d47e3a79b
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -14,11 +14,7 @@ Shader "zzwater/ocean"
_DepthHorizontal("Vertical Height Depth", Range(0.01 , 8)) = 1
_EdgeFade("Edge Fade", Float) = 0.1
_TranslucencyStrength("Translucency Strength", Range(0 , 3)) = 1
_TranslucencyStrengthDirect("Translucency Strength (Direct)", Range(0 , 0.5)) = 0.05
_TranslucencyExp("Translucency Exponent", Range(1 , 32)) = 4
_TranslucencyCurvatureMask("Translucency Curvature mask", Range(0, 1)) = 0.75
_TranslucencyReflectionMask("Translucency Reflection mask", Range(0, 1)) = 1
_ReflectionStrength("Reflection Strength", Range(0, 1)) = 1
_ReflectionBlur("Probe Blur Factor", Range(0, 1)) = 0
@@ -74,7 +70,6 @@ Shader "zzwater/ocean"
#include "Packages/zzwater/shaders/libs/Input.hlsl"
#include "Packages/zzwater/shaders/libs/Waves.hlsl"
#include "Packages/zzwater/shaders/libs/Vertex.hlsl"
#include "Packages/zzwater/shaders/libs/Light.hlsl"
#pragma vertex Vertex