2025-10-21 14:18:31 +09:00

163 lines
5.1 KiB
HLSL

// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
#ifndef WATER_REFLECTIONS_INCLUDED
#define WATER_REFLECTIONS_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/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#define AIR_RI 1.000293
//Schlick's BRDF fresnel
float ReflectionFresnel(float3 worldNormal, float3 viewDir, float exponent)
{
float cosTheta = saturate(dot(worldNormal, viewDir));
return pow(max(0.0, AIR_RI - cosTheta), exponent);
}
float AttenuateSSR(float2 uv)
{
float offset = min(1.0 - max(uv.x, uv.y), min(uv.x, uv.y));
float result = offset / (0.1);
result = saturate(result);
return pow(result, 0.5);
}
float4 _WaterSSRParams;
//X: Enabled bool
//Y: Accept skybox hits
#define ALLOW_SSR _WaterSSRParams.x > 0.5
#define SSR_REFLECT_SKY _WaterSSRParams.y > 0.5
float4 _WaterSSRSettings;
//X: Steps
//Y: Step size
//Z: Max distance
//W: Thickness
#define SSR_SAMPLES _WaterSSRSettings.x
#define SSR_STEPSIZE _WaterSSRSettings.y
#define SSR_MAX_DISTANCE _WaterSSRSettings.z
#define SSR_THICKNESS _WaterSSRSettings.w
void RaymarchSSR(float3 positionVS, float3 direction, uint samples, half stepSize, half thickness, out half2 sampleUV, out half valid, out half outOfBounds)
{
sampleUV = 0;
valid = 0;
outOfBounds = 0;
direction *= stepSize;
const half rcpStepCount = rcp(samples);
UNITY_LOOP
for(uint i = 0; i < samples; i++)
{
positionVS += direction;
direction *= 1+stepSize;
//View-space to screen-space UV
sampleUV = ComputeNormalizedDeviceCoordinates(positionVS, GetViewToHClipMatrix());
if (any(sampleUV < 0) || any(sampleUV > 1))
{
outOfBounds = 1;
valid = 0;
break;
}
outOfBounds = AttenuateSSR(sampleUV);
//Sample Mip0, gradient sampling cannot work with loops
float deviceDepth = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, sampleUV, 0).r;
//Depth is near-infinity. May want to reflect the skybox, if no reflection probes are present
if(SSR_REFLECT_SKY && deviceDepth <= 0.00001)
{
valid = 1;
continue;
}
//Calculate view-space position from UV and depth
//Not using the ComputeViewSpacePosition function, since this negates the Z-component
float3 samplePos = ComputeWorldSpacePosition(sampleUV, deviceDepth, UNITY_MATRIX_I_P);
//Depth mismatch check. Geometry behind the water is invalid. If the difference in depth is large enough, consider it a miss.
if (abs(samplePos.z - positionVS.z) > length(direction) * thickness) continue;
if(samplePos.z > positionVS.z)
{
valid = 1;
return;
}
}
}
TEXTURE2D_X(_PlanarReflection);
SAMPLER(sampler_PlanarReflection);
float3 SampleReflectionProbes(float3 reflectionVector, float3 positionWS, float smoothness, float2 screenPos)
{
float3 probes = float3(0,0,0);
probes = GlossyEnvironmentReflection(reflectionVector, positionWS, smoothness, 1.0, screenPos.xy).rgb;
return probes;
}
float3 SampleReflections(float3 reflectionVector, float smoothness, float4 screenPos, float3 positionWS, float3 normalWS, float3 viewDir, float2 pixelOffset, bool planarReflectionsEnabled, bool ssrEnabled, out float3 renderedReflections)
{
screenPos.xy += pixelOffset.xy * lerp(1.0, 0.1, unity_OrthoParams.w);
screenPos /= screenPos.w;
const float3 probes = SampleReflectionProbes(reflectionVector, positionWS, smoothness, screenPos.xy);
float3 reflections = probes;
//Output separately, for underwater rendering
renderedReflections = 0;
#if !_DISABLE_DEPTH_TEX
if(ssrEnabled && ALLOW_SSR)
{
const float3 positionVS = TransformWorldToView(positionWS);
const float3 direction = TransformWorldToViewDir(reflectionVector);
float2 ssrUV = 0;
half ssrRayMask, ssrEdgeMask = 0;
RaymarchSSR(positionVS, direction, SSR_SAMPLES, SSR_STEPSIZE, SSR_THICKNESS, ssrUV, ssrRayMask, ssrEdgeMask);
half ssrMask = ssrRayMask * ssrEdgeMask;
const float3 reflectionSS = SampleSceneColor(ssrUV);
reflections = lerp(reflections, reflectionSS, ssrMask);
renderedReflections += reflectionSS * ssrMask;
}
#endif
#if !_RIVER //Planar reflections are pointless on curved surfaces, skip
if(planarReflectionsEnabled)
{
float4 planarReflections = SAMPLE_TEXTURE2D_X_LOD(_PlanarReflection, sampler_PlanarReflection, screenPos.xy, 0);
//Terrain add-pass can output negative alpha values. Clamp as a safeguard against this
planarReflections.a = saturate(planarReflections.a);
reflections = lerp(reflections, planarReflections.rgb, planarReflections.a);
renderedReflections = lerp(renderedReflections, planarReflections.rgb, planarReflections.a);
}
#endif
return reflections;
}
#endif