备份CatanBuilding瘦身独立工程
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162
LocalPackages/StylizedWater2/Shaders/Libraries/Features.hlsl
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162
LocalPackages/StylizedWater2/Shaders/Libraries/Features.hlsl
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//Stylized Water 2
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//Staggart Creations (http://staggart.xyz)
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//Copyright protected under Unity Asset Store EULA
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TEXTURE2D(_BumpMapLarge);
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TEXTURE2D(_BumpMapSlope);
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float3 BlendTangentNormals(float3 a, float3 b)
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{
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#if _ADVANCED_SHADING
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return BlendNormalRNM(a, b);
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#else
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return BlendNormal(a, b);
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#endif
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}
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float3 SampleNormals(float2 uv, float2 tiling, float subTiling, float3 wPos, float2 time, float speed, float subSpeed, float slope, int vFace)
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{
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float4 uvs = PackedUV(uv, tiling, time, speed, subTiling, subSpeed);
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float3 n1 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.xy));
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float3 n2 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.zw));
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float3 blendedNormals = BlendTangentNormals(n1, n2);
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#ifdef QUAD_NORMAL_SAMPLES
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uvs = PackedUV(uv, tiling, time.yx, speed, subTiling, subSpeed);
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float3 n4 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.xy * 2.0));
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float3 n5 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.zw * 2.0));
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blendedNormals = BlendTangentNormals(blendedNormals, BlendTangentNormals(n4, n5));
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#endif
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#if _DISTANCE_NORMALS
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float pixelDist = length(GetCurrentViewPosition().xyz - wPos.xyz);
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#if UNDERWATER_ENABLED
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//Use vertical distance only for backfaces (underwater). This ensures tiling is reduced when moving deeper into the water, vertically
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pixelDist = lerp(length(GetCurrentViewPosition().xz - wPos.xz), pixelDist, vFace);
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#endif
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float fadeFactor = saturate((_DistanceNormalsFadeDist.y - pixelDist) / (_DistanceNormalsFadeDist.y-_DistanceNormalsFadeDist.x));
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float3 largeBlendedNormals;
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uvs = PackedUV(uv, _DistanceNormalsTiling.xx, time, speed * 0.5, 0.5, 0.15);
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float3 n1b = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapLarge, sampler_BumpMap, uvs.xy));
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#if _ADVANCED_SHADING //Use 2nd texture sample
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float3 n2b = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapLarge, sampler_BumpMap, uvs.zw));
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largeBlendedNormals = BlendTangentNormals(n1b, n2b);
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#else
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largeBlendedNormals = n1b;
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#endif
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blendedNormals = lerp(largeBlendedNormals, blendedNormals, fadeFactor);
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#endif
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#if _RIVER
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uvs = PackedUV(uv, tiling, time, speed * _SlopeSpeed, subTiling, subSpeed * _SlopeSpeed);
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uvs.xy = uvs.xy * float2(1, 1-_SlopeStretching);
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float3 n3 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapSlope, sampler_BumpMap, uvs.xy));
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#if _ADVANCED_SHADING
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n3 = BlendTangentNormals(n3, UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapSlope, sampler_BumpMap, uvs.zw)));
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#endif
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blendedNormals = lerp(blendedNormals, n3, slope);
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#endif
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#if WAVE_SIMULATION
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BlendWaveSimulation(wPos, blendedNormals);
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#endif
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return blendedNormals;
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}
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float SampleIntersection(float2 uv, float gradient, float2 time)
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{
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float inter = 0;
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float dist = 0;
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#if _SHARP_INERSECTION
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float sine = sin(time.y * 10.0 - (gradient * _IntersectionRippleDist)) * _IntersectionRippleStrength;
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float2 nUV = float2(uv.x, uv.y) * _IntersectionTiling;
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float noise = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, nUV + time.xy).r;
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dist = saturate(gradient / _IntersectionFalloff);
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noise = saturate((noise + sine) * dist + dist);
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inter = step(_IntersectionClipping, noise);
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#endif
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#if _SMOOTH_INTERSECTION
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float noise1 = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, (float2(uv.x, uv.y) * _IntersectionTiling) + (time.xy )).r;
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float noise2 = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, (float2(uv.x, uv.y) * (_IntersectionTiling * 1.5)) - (time.xy )).r;
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#if UNITY_COLORSPACE_GAMMA
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noise1 = SRGBToLinear(noise1);
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noise2 = SRGBToLinear(noise2);
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#endif
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dist = saturate(gradient / _IntersectionFalloff);
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inter = saturate(noise1 + noise2 + dist) * dist;
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#endif
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return saturate(inter);
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}
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float ScreenEdgeMask(float2 screenPos, float length)
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{
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float lengthRcp = 1.0f/length;
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float2 t = Remap10(abs(screenPos.xy * 2.0 - 1.0), lengthRcp, lengthRcp);
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return Smoothstep01(t.x) * Smoothstep01(t.y);
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}
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#define REFRACTION_IOR_RCP 0.7501875 //=1f/1.333f
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float2 RefractionOffset(float2 screenPos, float3 viewDir, float3 normalWS, float strength)
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{
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//Normalized to match the more accurate method
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float2 offset = normalWS.xz * 0.5;
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#if PHYSICAL_REFRACTION
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//Light direction as traveling towards the eye, through the water surface
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float3 rayDir = refract(-viewDir, normalWS, REFRACTION_IOR_RCP);
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//Convert to view-space, because the coordinates are used to sample a screen-space texture
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float3 viewSpaceRefraction = TransformWorldToViewDir(rayDir);
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//Prevent streaking at the edges, by lerping to non-screenspace coordinates at the screen edges
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half edgeMask = ScreenEdgeMask(screenPos, length(viewSpaceRefraction.xy));
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//edgeMask = 1.0; //Test, disable
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offset.xy = lerp(normalWS.xz * 0.5, viewSpaceRefraction.xy, edgeMask);
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#endif
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return offset * strength;
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}
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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#define CHROMASHIFT_SIZE 0.05
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float3 SampleOpaqueTexture(float4 screenPos, float2 offset, float dispersion)
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{
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//Normalize for perspective projection
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screenPos.xy += offset;
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screenPos.xy /= screenPos.w;
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float3 sceneColor = SampleSceneColor(screenPos.xy).rgb;
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#if PHYSICAL_REFRACTION //Chromatic part
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if(dispersion > 0)
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{
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float chromaShift = (length(offset) * dispersion) / screenPos.w;
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//Note: screen buffer texelsize purposely not used, this way the effect is actually consistent across all resolutions
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float texelOffset = chromaShift * CHROMASHIFT_SIZE;
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sceneColor.r = SampleSceneColor(screenPos.xy + float2(texelOffset, 0)).r;
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sceneColor.b = SampleSceneColor(screenPos.xy - float2(texelOffset, 0)).b;
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}
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#endif
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return sceneColor;
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}
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