[A] ocean shader add light

This commit is contained in:
2024-07-17 12:22:50 +08:00
parent b8413b6f9a
commit bf81a0898f
15 changed files with 358 additions and 28 deletions

1
.gitignore vendored
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@@ -94,3 +94,4 @@ crashlytics-build.properties
/Assets/StreamingAssets/*.bundle
/Assets/StreamingAssets/*.bundle.meta
.DS_Store
.vscode

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@@ -27,7 +27,7 @@ public class FPS : MonoBehaviour
void Start()
{
Application.targetFrameRate = 60;
Application.targetFrameRate = 0;
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void OnGUI()

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@@ -720,3 +875,4 @@ SceneRoots:
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@@ -19,9 +19,9 @@ MonoBehaviour:
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@@ -30,7 +30,7 @@ MonoBehaviour:
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m_LODCrossFadeDitheringType: 1
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m_MainLightRenderingMode: 1
@@ -62,7 +62,7 @@ MonoBehaviour:
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@@ -21,16 +21,16 @@ MonoBehaviour:
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@@ -62,7 +62,7 @@ MonoBehaviour:
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@@ -8,3 +8,11 @@ ScriptedImporter:
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@@ -90,16 +90,18 @@ Material:
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- _Cull: 2
- _Cutoff: 0.5
- _DepthHorizontal: 1.39
- _DepthVertical: 3.69
- _DepthHorizontal: 1.34
- _DepthVertical: 10.83
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EdgeFade: 8.34
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _HorizonDistance: 21.27
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
@@ -112,23 +114,29 @@ Material:
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
- _WaveCount: 2
- _WaveDistance: 0.8
- _WaveHeight: 0.25
- _TranslucencyCurvatureMask: 0.584
- _TranslucencyExp: 15.3
- _TranslucencyReflectionMask: 0.747
- _TranslucencyStrength: 1.03
- _TranslucencyStrengthDirect: 0.07
- _WaveCount: 3
- _WaveDistance: 0.747
- _WaveHeight: 0.46
- _WaveNormalStr: 0.5
- _WaveSpeed: 2
- _WaveSteepness: 0.1
- _WaveSpeed: 1
- _WaveSteepness: 2.24
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
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- _BaseColor: {r: 0.0133944545, g: 0.20659995, b: 0.4056604, a: 0.84705883}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Direction: {r: 0, g: -1, b: 0, a: 0}
- _Direction: {r: 1, g: 1, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _ShallowColor: {r: 0.06430225, g: 0.8018868, b: 0.79103994, a: 0.27450982}
- _HorizonColor: {r: 0.09376113, g: 0.18046764, b: 0.46226418, a: 0.95686275}
- _ShallowColor: {r: 0.07943218, g: 0.5314412, b: 0.8018868, a: 0.79607844}
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@@ -21,11 +21,14 @@ struct WaterSurface
//Normal from the base geometry, in world-space
float3 vertexNormal;
float3 tangentNormal;
float3 tangentWorldNormal;
float3 albedo;
float3 offset;
float alpha;
float fog;
float edgeFade;
};
struct SceneDepth

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@@ -4,6 +4,7 @@ struct SceneData
float4 positionNDC; //Unnormalized
float2 screenPos; //Normalized and no refraction
float3 positionWS;
float3 color;
float viewDepth;
float verticalDepth;
@@ -64,8 +65,24 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
water.viewDir = normalize(water.viewDelta);
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));
half4 shadowMask = 1.0;
float4 shadowCoords = float4(0, 0, 0, 0);
Light mainLight = GetMainLight(shadowCoords, water.positionWS, shadowMask);
PopulateSceneData(scene, input, water);
@@ -75,5 +92,69 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
//Albedo
float4 baseColor = lerp(_ShallowColor, _BaseColor, water.fog);
return baseColor;
water.fog *= baseColor.a;
water.alpha = baseColor.a;
float fresnel = saturate(pow(VdotN, _HorizonDistance)) * _HorizonColor.a;
water.albedo = lerp(baseColor.rgb, _HorizonColor.rgb, fresnel);
water.edgeFade = saturate(scene.verticalDepth / (_EdgeFade * 0.01));
water.alpha *= water.edgeFade;
/* ========
// 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;
//translucencyData.normal = normalWS;
translucencyData.curvature = _TranslucencyCurvatureMask;
translucencyData.mask = scatteringMask;
translucencyData.strength = _TranslucencyStrength;
translucencyData.strengthIncident = _TranslucencyStrengthDirect;
//translucencyData.viewDir = water.viewDir;
translucencyData.exponent = _TranslucencyExp;
/* ========
// UNITY SURFACE & INPUT DATA
=========== */
SurfaceData surfaceData = (SurfaceData)0;
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;
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;
float4 finalColor = float4(ApplyLighting(surfaceData, scene.color, mainLight, inputData, water, translucencyData), water.alpha);
return finalColor;
// return float4(water.albedo, water.alpha);
}

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@@ -7,8 +7,18 @@ CBUFFER_START(UnityPerMaterial)
//Color + Transparency
half4 _BaseColor;
half4 _ShallowColor;
float4 _HorizonColor;
half _HorizonDistance;
float _DepthVertical;
float _DepthHorizontal;
half _EdgeFade;
half _TranslucencyStrength;
half _TranslucencyStrengthDirect;
half _TranslucencyExp;
half _TranslucencyCurvatureMask;
//Waves
float _WaveSpeed;

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@@ -0,0 +1,45 @@
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, inout float3 sceneColor, 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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@@ -0,0 +1,7 @@
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@@ -62,7 +62,7 @@ Varyings LitPassVertex(Attributes input)
ndc.zw = positionCS.zw;
output.positionNDC = ndc;
output.normalWS = float4(normalInput.normalWS, positionWS.x);
output.normalWS = float4(waves.normal, positionWS.x);
output.tangent = float4(normalInput.tangentWS, positionWS.y);
output.bitangent = float4(normalInput.bitangentWS, positionWS.z);

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@@ -8,8 +8,18 @@ Shader "zzwater/ocean"
//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
_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
//waves
_WaveSpeed("Speed", Float) = 2
@@ -58,6 +68,7 @@ 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

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@@ -32,7 +32,7 @@ QualitySettings:
realtimeGICPUUsage: 25
lodBias: 0.4
maximumLODLevel: 0
enableLODCrossFade: 1
enableLODCrossFade: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512