备份CatanBuilding瘦身独立工程
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64
LocalPackages/zzwater/shaders/libs/Common.hlsl
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64
LocalPackages/zzwater/shaders/libs/Common.hlsl
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#ifndef WATER_COMMON_INCLUDED
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#define WATER_COMMON_INCLUDED
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//As per the "Shader" section of the documentation, this is primarily used for synchronizing animations in networked applications.
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//#define TIME_FRAG_INPUT input.uv.z
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//#define TIME_VERTEX_OUTPUT output.uv.z
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//#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy)
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//#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy)
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#define TIME_VERTEX ((_TimeParameters.x * _Speed) * -_Direction.xy)
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#define HORIZONTAL_DISPLACEMENT_SCALAR 0.01
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#define UP_VECTOR float3(0,1,0)
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#define RAD2DEGREE 57.29578
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struct WaterSurface
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{
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float3 positionWS;
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float3 viewDelta; //Un-normalized view direction,
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float3 viewDir;
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//Normal from the base geometry, in world-space
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float3 vertexNormal;
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float3 tangentNormal;
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float3 tangentWorldNormal;
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float3 albedo;
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float3 offset;
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float alpha;
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float fog;
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float edgeFade;
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float intersection;
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float3 reflections;
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float reflectionMask;
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};
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struct SceneDepth
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{
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float raw;
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float linear01;
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float eye;
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};
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#define FAR_CLIP _ProjectionParams.z
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#define NEAR_CLIP _ProjectionParams.y
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//Scale linear values to the clipping planes for orthographic projection (unity_OrthoParams.w = 1 = orthographic)
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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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SceneDepth SampleDepth(float2 uv)
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{
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SceneDepth depth = (SceneDepth)0;
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float raw = SampleSceneDepth(uv);
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depth.raw = raw;
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depth.eye = LinearEyeDepth(raw, _ZBufferParams);
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depth.linear01 = Linear01Depth(raw, _ZBufferParams) * DEPTH_SCALAR;
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return depth;
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}
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#endif
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7
LocalPackages/zzwater/shaders/libs/Common.hlsl.meta
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7
LocalPackages/zzwater/shaders/libs/Common.hlsl.meta
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fileFormatVersion: 2
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guid: d21056e9736804a9ba0680085db36f45
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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235
LocalPackages/zzwater/shaders/libs/ForwardPass.hlsl
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235
LocalPackages/zzwater/shaders/libs/ForwardPass.hlsl
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struct SceneData
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{
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float4 positionNDC; //Unnormalized
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float2 screenPos; //Normalized and no refraction
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float3 positionWS;
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float3 color;
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float refractionMask;
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float viewDepth;
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float verticalDepth;
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};
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// Project from eye space to world space
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#define WorldPosFromDepth(NDCw, depth, viewDir) -(depth.eye * (viewDir/NDCw) - _WorldSpaceCameraPos)
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//Linear depth difference between scene and current (transparent) geometry pixel
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#define SurfaceDepth(depth, positionCS) depth.eye - LinearEyeDepth(positionCS.z, _ZBufferParams)
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void PopulateSceneData(inout SceneData scene, in Varyings input, in WaterSurface water)
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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.screenPos = screenPos;
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//Default for disabled depth texture scene.viewDepth = 1;
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scene.verticalDepth = 1;
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#ifdef _REFRACTION
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SceneDepth depth = SampleDepth(screenPos);
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float3 positionWS = WorldPosFromDepth(input.positionNDC.w, depth, water.viewDelta);
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float viewDepth = SurfaceDepth(depth, input.positionCS);
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const float2 refractionOffset = input.normalWS.xz * 0.5 * _RefractionStrength;
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SceneDepth depthRefract = SampleDepth(screenPos + refractionOffset);
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float3 positionWSRefract = WorldPosFromDepth(input.positionNDC.w, depthRefract, water.viewDelta);
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float viewDepthRefract = SurfaceDepth(depthRefract, input.positionCS);
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float mask = saturate(viewDepth) * saturate(viewDepthRefract);
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scene.positionWS = lerp(positionWS, positionWSRefract, mask);
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scene.viewDepth = lerp(viewDepth, viewDepthRefract, mask);
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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.color = SampleSceneColor(screenPos + refractionOffset * mask);
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scene.refractionMask = mask;
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#else
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SceneDepth depth = SampleDepth(screenPos);
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scene.positionWS = WorldPosFromDepth(input.positionNDC.w, depth, water.viewDelta);
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scene.viewDepth = SurfaceDepth(depth, input.positionCS);
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scene.verticalDepth = length((water.positionWS - scene.positionWS) * water.vertexNormal);
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scene.color = SampleSceneColor(screenPos);
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scene.refractionMask = 0;
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#endif
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}
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float GetWaterDensity(SceneData scene, float heightScalar, float viewDepthScalar)
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{
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const float viewDepth = scene.viewDepth;
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const float verticalDepth = scene.verticalDepth;
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const float depthAttenuation = 1.0 - exp(-viewDepth * viewDepthScalar * 0.1);
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const float heightAttenuation = saturate(verticalDepth * heightScalar);
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return max(depthAttenuation, heightAttenuation);
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}
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float4 ForwardPassFragment(Varyings input) : SV_Target
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{
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WaterSurface water = (WaterSurface)0;
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SceneData scene = (SceneData)0;
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float3 normalWS = normalize(input.normalWS.xyz);
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float3 WorldTangent = input.tangent.xyz;
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float3 WorldBiTangent = input.bitangent.xyz;
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//wPos.x in w-component
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float3 positionWS = float3(input.normalWS.w, input.tangent.w, input.bitangent.w);
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water.alpha = 1.0;
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water.positionWS = positionWS;
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water.viewDelta = _WorldSpaceCameraPos - positionWS;
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float3 viewDir = normalize(water.viewDelta);
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water.viewDir = viewDir;
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water.vertexNormal = normalize(input.normalWS.xyz);
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//Normal
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water.tangentNormal = float3(0.5, 0.5, 1);
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water.tangentWorldNormal = normalWS;
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half VdotN = 1.0 - saturate(dot(viewDir, normalWS));
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half4 shadowMask = 1.0;
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float4 shadowCoords = float4(0, 0, 0, 0);
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Light mainLight = GetMainLight(shadowCoords, water.positionWS, shadowMask);
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PopulateSceneData(scene, input, water);
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//return float4(scene.verticalDepth.xxx, 1);
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//return float4(saturate(scene.viewDepth).xxx, 1);
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//return float4(scene.color, 1);
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water.fog = GetWaterDensity(scene, _DepthHorizontal, _DepthVertical);
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//Albedo
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float4 baseColor = lerp(_ShallowColor, _BaseColor, water.fog);
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water.fog *= baseColor.a;
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water.alpha = baseColor.a;
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float fresnel = saturate(pow(VdotN, _HorizonDistance)) * _HorizonColor.a;
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water.albedo = lerp(baseColor.rgb, _HorizonColor.rgb, fresnel);
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water.edgeFade = saturate(scene.verticalDepth / (_EdgeFade * 0.01));
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water.alpha *= water.edgeFade;
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// Wave Mesure
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#if _INTERSECTION || _WAVE_FOAM
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float waveMesure = (positionWS.y - _WaveMesureMin) / (_WaveMesureMax - _WaveMesureMin);
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float2 nUV = positionWS.xz * _IntersectionTiling;
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float foamTexNoise = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, nUV + TIME_VERTEX/_IntersectionTiling * _IntersectionSpeed).r;
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float interSecGradient = 1-saturate(exp(scene.verticalDepth) / _IntersectionLength);
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#endif
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#ifdef _WAVE_FOAM
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// remap wave from [_WaveFoamClipping,1] to [0,1]
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//float waveFoamNoise = (waveMesure - _WaveFoamClipping) / (1 - _WaveFoamClipping) * foamTexNoise;
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float waveFoamNoise = smoothstep(_WaveFoamClipping.x, _WaveFoamClipping.y, waveMesure * foamTexNoise);
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//return float4(waveFoamNoise.xxx, 1);
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#else
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float waveFoamNoise = 0;
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#endif
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/* ========
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// Intercection
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=========== */
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#ifdef _INTERSECTION
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float intersecMesure = waveMesure * interSecGradient;
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float dist = saturate(interSecGradient / _IntersectionFalloff);
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float intersecNoise = saturate(foamTexNoise + intersecMesure) * dist + dist;
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intersecNoise = smoothstep(_IntersectionClipping, 1, intersecNoise);
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#else
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float intersecNoise = 0;
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#endif
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#if _INTERSECTION || _WAVE_FOAM
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float noise = saturate(intersecNoise + waveFoamNoise);
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water.albedo.rgb = lerp(water.albedo.rgb, _IntersectionColor.rgb, noise);
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water.alpha = saturate(water.alpha + interSecGradient);
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#else
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float noise = 0;
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#endif
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/* ========
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// Causitcs
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=========== */
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#ifdef _CAUSTICS
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float2 cuv = positionWS.xz * _CausticsTiling;
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float coffset = TIME_VERTEX/_CausticsTiling * _CausticsSpeed;
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float3 caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, cuv + coffset).rgb;
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float3 caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, cuv*0.8 - coffset).rgb;
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// Limit distance from cam and verticalDepth
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float3 causticsDensity = saturate((1-length(water.viewDelta) / _CausticsClipping.x) * smoothstep(_CausticsClipping.y,1, scene.verticalDepth));
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float3 caustics = min(caustics1, caustics2) * _CausticsBrightness * causticsDensity;
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#endif
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/* ========
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// Reflection Prob
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=========== */
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half3 reflectionVector = reflect(-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, 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 - noise);
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// =================== Make ApplyLight simple =========================
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// =====Translucency Begin========
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float3 lightDir = mainLight.direction;
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float3 lightColor = mainLight.color;
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float3 emission = 0;
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float3 specular = 0;
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float scatteringMask = saturate(water.fog + water.edgeFade);
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half incident = saturate(dot(lightDir, normalWS)) * _TranslucencyStrengthDirect;
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const float lightIntensity = lightColor.r * 0.3 + lightColor.g * 0.59 + lightColor.b * 0.11;
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half attenuation = incident * scatteringMask * lightIntensity;
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#ifdef _CAUSTICS
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emission += lerp(caustics * lightIntensity, _ShallowColor.rgb, attenuation) * mainLight.distanceAttenuation;
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#else
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emission = lerp(0, _ShallowColor.rgb, attenuation) * mainLight.distanceAttenuation;
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#endif
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// =====Translucency End========
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#ifdef _LIGHT_COLOR
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// LightingLambert Light applied here
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half3 attenuatedLightColor = lightColor * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 diffuseColor = LightingLambert(attenuatedLightColor, lightDir, normalWS) + _GlossyEnvironmentColor.rgb * _AmbientStrength;
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float3 finalColor = (water.albedo * diffuseColor ) + emission + specular;
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#else
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float3 finalColor = (water.albedo ) + emission + specular;
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#endif
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finalColor = lerp(finalColor, _IntersectionColor.rgb, noise);
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// =================== Make ApplyLight simple end =========================
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finalColor = lerp(scene.color, finalColor, water.fog + noise);
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//Apply fog
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half fogCoord = InitializeInputDataFog(float4(positionWS,1), input.fogFactor);
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finalColor = MixFog(finalColor, fogCoord);
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return float4(finalColor, water.alpha);
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}
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7
LocalPackages/zzwater/shaders/libs/ForwardPass.hlsl.meta
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7
LocalPackages/zzwater/shaders/libs/ForwardPass.hlsl.meta
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fileFormatVersion: 2
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guid: 95ba63cd357fb4f8f9c245d81f3e78a3
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
69
LocalPackages/zzwater/shaders/libs/Input.hlsl
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LocalPackages/zzwater/shaders/libs/Input.hlsl
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TEXTURE2D(_IntersectionNoise);
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SAMPLER(sampler_IntersectionNoise);
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TEXTURE2D(_CausticsTex);
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SAMPLER(sampler_CausticsTex);
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CBUFFER_START(UnityPerMaterial)
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float2 _Direction;
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float _Speed;
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half _AmbientStrength;
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#ifdef TESSELLATION_ON
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float _TessValue;
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float _TessMin;
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float _TessMax;
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#endif
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//Color + Transparency
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half4 _BaseColor;
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half4 _ShallowColor;
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float4 _HorizonColor;
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half _HorizonDistance;
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float _DepthVertical;
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float _DepthHorizontal;
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half _EdgeFade;
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half _TranslucencyStrengthDirect;
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//Reflection + Refraction
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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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//Intercection
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float4 _IntersectionColor;
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float _IntersectionLength;
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half _IntersectionTiling;
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||||
half _IntersectionSpeed;
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half2 _IntersectionClipping;
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||||
half _IntersectionFalloff;
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||||
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// Wave foam
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||||
half _WaveMesureMin;
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||||
half _WaveMesureMax;
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||||
half2 _WaveFoamClipping;
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||||
|
||||
// Caustics
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||||
half _CausticsBrightness;
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||||
float _CausticsTiling;
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||||
half _CausticsSpeed;
|
||||
half2 _CausticsClipping;
|
||||
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||||
|
||||
//Waves
|
||||
float _WaveSpeed;
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||||
half _WaveHeight;
|
||||
half _WaveNormalStr;
|
||||
float _WaveDistance;
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||||
half2 _WaveFadeDistance;
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||||
float _WaveSteepness;
|
||||
uint _WaveCount;
|
||||
half4 _WaveDirection;
|
||||
|
||||
CBUFFER_END
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||||
7
LocalPackages/zzwater/shaders/libs/Input.hlsl.meta
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LocalPackages/zzwater/shaders/libs/Input.hlsl.meta
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fileFormatVersion: 2
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guid: 95a615afb06ca4ffdba1edec02894c54
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||||
ShaderIncludeImporter:
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||||
externalObjects: {}
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
168
LocalPackages/zzwater/shaders/libs/Tesselation.hlsl
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LocalPackages/zzwater/shaders/libs/Tesselation.hlsl
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||||
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||||
//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
|
||||
{
|
||||
half fogFactor : TEXCOORD1;
|
||||
|
||||
//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);
|
||||
output.fogFactor = ComputeFogFactor(positionCS.z);
|
||||
|
||||
return output;
|
||||
}
|
||||
7
LocalPackages/zzwater/shaders/libs/Tesselation.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/Tesselation.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 997d96eeb92684567bef3d090a4b62f4
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
35
LocalPackages/zzwater/shaders/libs/URP.hlsl
Normal file
35
LocalPackages/zzwater/shaders/libs/URP.hlsl
Normal file
@@ -0,0 +1,35 @@
|
||||
|
||||
//Stylized Water 2
|
||||
//Staggart Creations (http://staggart.xyz)
|
||||
//Copyright protected under Unity Asset Store EULA
|
||||
|
||||
#ifndef PIPELINE_INCLUDED
|
||||
#define PIPELINE_INCLUDED
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
|
||||
#ifdef POST_PROCESSING //These would have the core blit library included
|
||||
#define UNITY_CORE_SAMPLERS_INCLUDED
|
||||
#endif
|
||||
|
||||
#ifndef UNITY_CORE_SAMPLERS_INCLUDED //Backwards compatibility for <2023.1+
|
||||
#define UNITY_CORE_SAMPLERS_INCLUDED
|
||||
|
||||
SamplerState sampler_LinearClamp;
|
||||
SamplerState sampler_PointClamp;
|
||||
SamplerState sampler_PointRepeat;
|
||||
SamplerState sampler_LinearRepeat;
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
7
LocalPackages/zzwater/shaders/libs/URP.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/URP.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cafd3b397c0142d8a82101a49d68e45
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
64
LocalPackages/zzwater/shaders/libs/Vertex.hlsl
Normal file
64
LocalPackages/zzwater/shaders/libs/Vertex.hlsl
Normal file
@@ -0,0 +1,64 @@
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float4 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
half fogFactor : TEXCOORD1;
|
||||
//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
|
||||
};
|
||||
|
||||
|
||||
Varyings LitPassVertex(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS.xyz, input.tangentOS);
|
||||
|
||||
//WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
|
||||
WaveInfo waves = GetWaveInfo(positionWS.xz, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
|
||||
|
||||
//waves.normal = normalInput.normalWS;
|
||||
//waves.position = 0;
|
||||
|
||||
//Apply vertex displacements
|
||||
positionWS += waves.position.xyz;
|
||||
|
||||
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);
|
||||
output.fogFactor = ComputeFogFactor(positionCS.z);
|
||||
|
||||
return output;
|
||||
}
|
||||
7
LocalPackages/zzwater/shaders/libs/Vertex.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/Vertex.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b8012d27dd264d5b8cdfb43d1dd1998
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
28
LocalPackages/zzwater/shaders/libs/WaveObj.hlsl
Normal file
28
LocalPackages/zzwater/shaders/libs/WaveObj.hlsl
Normal file
@@ -0,0 +1,28 @@
|
||||
|
||||
//UNITY_SHADER_NO_UPGRADE
|
||||
#ifndef WATER_OBJ_INCLUDE
|
||||
#define WATER_OBJ_INCLUDE
|
||||
|
||||
#ifndef GET_TF_FROM_M
|
||||
#define GET_TF_FROM_M(m) dot(float3(m[0].w, m[1].w, m[2].w),1)
|
||||
#endif
|
||||
|
||||
inline float3 GetObjWaveDisplacement(float3 positionOS, float4 waterDir, float freq, float intensity, float factor)
|
||||
{
|
||||
float3 positionWS = TransformObjectToWorld(positionOS);
|
||||
float objFreq = _Time.y * freq + positionWS.y ;
|
||||
float objPhase = objFreq + GET_TF_FROM_M(GetObjectToWorldMatrix()) * waterDir.w;
|
||||
|
||||
float branchPhase = objPhase + dot(positionOS.xyz,1);
|
||||
|
||||
float offset = sin(objPhase) + cos(branchPhase);
|
||||
|
||||
return normalize(waterDir.xyz) * offset * factor * intensity;
|
||||
}
|
||||
|
||||
void GGetObjWaveDisplacement_float(float3 positionOS, float4 waterDir, float freq, float intensity, float factor, out float3 Out)
|
||||
{
|
||||
Out = GetObjWaveDisplacement(positionOS, waterDir, freq, intensity, factor);
|
||||
}
|
||||
|
||||
#endif //WATER_OBJ_INCLUDE
|
||||
7
LocalPackages/zzwater/shaders/libs/WaveObj.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/WaveObj.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a46a1e71fdaff524b9227e1bb5d54401
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
102
LocalPackages/zzwater/shaders/libs/Waves.hlsl
Normal file
102
LocalPackages/zzwater/shaders/libs/Waves.hlsl
Normal file
@@ -0,0 +1,102 @@
|
||||
|
||||
|
||||
struct WaveInfo
|
||||
{
|
||||
float3 position;
|
||||
float3 normal;
|
||||
};
|
||||
|
||||
float3 GerstnerOffset4(float2 xzVtx, float4 steepness, float4 amp, float4 freq, float4 speed, float4 dirAB, float4 dirCD)
|
||||
{
|
||||
float3 offsets;
|
||||
|
||||
float4 AB = steepness.xxyy * dirAB.xyzw * amp.xxyy;
|
||||
float4 CD = steepness.zzww * dirCD.xyzw * amp.zzww;
|
||||
|
||||
float4 dotABCD = freq.xyzw * float4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
|
||||
|
||||
float4 COS = cos(dotABCD + speed); float4 SIN = sin(dotABCD + speed);
|
||||
|
||||
offsets.x = dot(COS, float4(AB.xz, CD.xz));
|
||||
offsets.z = dot(COS, float4(AB.yw, CD.yw));
|
||||
offsets.y = dot(SIN, amp); //Remap to only positive values;
|
||||
|
||||
return offsets;
|
||||
}
|
||||
|
||||
float3 GerstnerNormal4(float2 xzVtx, float4 amp, float4 freq, float4 speed, float4 dirAB, float4 dirCD)
|
||||
{
|
||||
float3 nrml = float3(0, 2.0, 0);
|
||||
|
||||
float4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
|
||||
float4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
|
||||
|
||||
float4 dotABCD = freq.xyzw * float4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
|
||||
|
||||
float4 COS = cos(dotABCD + speed);
|
||||
|
||||
nrml.x -= dot(COS, float4(AB.xz, CD.xz));
|
||||
nrml.z -= dot(COS, float4(AB.yw, CD.yw));
|
||||
|
||||
nrml.xz *= _WaveNormalStr;
|
||||
nrml = normalize(nrml);
|
||||
|
||||
return nrml;
|
||||
}
|
||||
|
||||
void Gerstner(inout float3 offs, inout float3 nrml,
|
||||
float2 position,
|
||||
float4 amplitude, float4 frequency, float4 steepness,
|
||||
float4 speed, float4 directionAB, float4 directionCD)
|
||||
{
|
||||
offs += GerstnerOffset4(position, steepness, amplitude, frequency, speed, directionAB, directionCD);
|
||||
nrml += GerstnerNormal4(position, amplitude, frequency, speed, directionAB, directionCD);
|
||||
}
|
||||
|
||||
#define WAVE_COUNT _WaveCount
|
||||
#define MAX_WAVE_COUNT 5
|
||||
|
||||
|
||||
#define STEEPNESS_SCALE 0.01
|
||||
|
||||
//v1.1.8+
|
||||
WaveInfo GetWaveInfo(float2 position, float2 time, float height, float mask, float fadeStart, float fadeEnd)
|
||||
{
|
||||
WaveInfo waves = (WaveInfo)0;
|
||||
|
||||
float4 amp = float4(0.3, 0.35, 0.25, 0.25);
|
||||
float4 freq = float4(1.3, 1.35, 1.25, 1.25) * (1-_WaveDistance) * 3.0;
|
||||
const float4 speed = float4(1.2* time.x, 1.375* time.y, 1.1 * time.x, time.y) ; //Pre-multiplied with time
|
||||
const float4 dir1 = float4(0.3, 0.85, 0.85, 0.25) * _WaveDirection;
|
||||
const float4 dir2 = float4(0.1, 0.9, -0.5, -0.5) * _WaveDirection;
|
||||
const float4 steepness = float4(12.0, 12.0, 12.0, 12.0) * _WaveSteepness * lerp(1.0, MAX_WAVE_COUNT, 1/WAVE_COUNT);
|
||||
|
||||
//Distance based scalar
|
||||
float pixelDist = length(GetCurrentViewPosition().xz - position.xy);
|
||||
float fadeFactor = saturate((fadeEnd - pixelDist ) / (fadeEnd-fadeStart));
|
||||
|
||||
for (uint i = 0; i <= WAVE_COUNT; i++)
|
||||
{
|
||||
float t = 1+((float)i / (float)WAVE_COUNT);
|
||||
freq *= t;
|
||||
amp *= fadeFactor;
|
||||
|
||||
Gerstner(/*out*/ waves.position, /*out*/ waves.normal, position, amp, freq, steepness, speed, dir1, dir2);
|
||||
}
|
||||
|
||||
waves.normal = normalize(waves.normal);
|
||||
//Average
|
||||
waves.position.y /= WAVE_COUNT;
|
||||
//waves.normal.xz *= WAVE_COUNT;
|
||||
|
||||
waves.position.xz *= STEEPNESS_SCALE * height * mask;
|
||||
waves.position.y *= height * mask;
|
||||
|
||||
return waves;
|
||||
}
|
||||
|
||||
//Depricated
|
||||
WaveInfo GetWaveInfo(float2 position, float2 time, float fadeStart, float fadeEnd)
|
||||
{
|
||||
return GetWaveInfo(position, time, 1.0, 1.0, fadeStart, fadeEnd);
|
||||
}
|
||||
7
LocalPackages/zzwater/shaders/libs/Waves.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/Waves.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9f90fe52c92f4d888cec5bf14c4cb9f
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
56
LocalPackages/zzwater/shaders/libs/WindAnim.hlsl
Normal file
56
LocalPackages/zzwater/shaders/libs/WindAnim.hlsl
Normal file
@@ -0,0 +1,56 @@
|
||||
//UNITY_SHADER_NO_UPGRADE
|
||||
#ifndef WIND_ANIM_INCLUDE
|
||||
#define WIND_ANIM_INCLUDE
|
||||
|
||||
inline float4 SmoothCurve( float4 x ) {
|
||||
return x * x *( 3.0 - 2.0 * x );
|
||||
}
|
||||
|
||||
inline float4 TriangleWave( float4 x ) {
|
||||
return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
|
||||
}
|
||||
|
||||
inline float4 SmoothTriangleWave( float4 x ) {
|
||||
return SmoothCurve( TriangleWave( x ) );
|
||||
}
|
||||
|
||||
|
||||
inline float4 ClothWindAnim(float4 pos, float3 normal, float4 animParams,float4 wind,float2 time)
|
||||
{
|
||||
// animParams.x = branch phase
|
||||
// animParams.y = edge flutter factor
|
||||
// animParams.z = primary factor
|
||||
// animParams.w = secondary factor
|
||||
|
||||
|
||||
float fDetailAmp = 0.1f;
|
||||
float fBranchAmp = 0.3f;
|
||||
|
||||
// Phases (object, vertex, branch)
|
||||
float fObjPhase = dot(unity_ObjectToWorld[3].xyz, 1);
|
||||
float fBranchPhase = fObjPhase + animParams.x;
|
||||
|
||||
float fVtxPhase = dot(pos.xyz, animParams.y + fBranchPhase);
|
||||
|
||||
// x is used for edges; y is used for branches
|
||||
float2 vWavesIn = time + float2(fVtxPhase, fBranchPhase );
|
||||
|
||||
// 1.975, 0.793, 0.375, 0.193 are good frequencies
|
||||
float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0);
|
||||
|
||||
vWaves = SmoothTriangleWave( vWaves );
|
||||
float2 vWavesSum = vWaves.xz + vWaves.yw;
|
||||
|
||||
// Edge (xz) and branch bending (y)
|
||||
float3 bend = animParams.y * fDetailAmp * normal.xyz;
|
||||
bend.y = animParams.w * fBranchAmp;
|
||||
pos.xyz += ((vWavesSum.xyx * bend)*wind.w + (wind.xyz * vWavesSum.y * animParams.w)) * wind.w;
|
||||
|
||||
// Primary bending
|
||||
// Displace position
|
||||
pos.xyz += animParams.z * wind.xyz;
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
#endif //WIND_ANIM_INCLUDE
|
||||
7
LocalPackages/zzwater/shaders/libs/WindAnim.hlsl.meta
Normal file
7
LocalPackages/zzwater/shaders/libs/WindAnim.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 418d88a69b1774954ace0d91b8c685d7
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user