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

128 lines
4.1 KiB
GLSL

// 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.
Shader "Hidden/StylizedWater3/HeightProcessor"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
ENDHLSL
Pass
{
Name "Height To Normal"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
float4 _HeightToNormalParams;
//X: Strength
//Y: Channel
//Z: Miplevel
float4 frag (Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float radius = _BlitTexture_TexelSize.x; //1f/width
float strength = _HeightToNormalParams.x * 2.0;
int channel = _HeightToNormalParams.y;
uint mip = _HeightToNormalParams.z;
if(uv.x >= (1-radius) || uv.y >= (1-radius)
|| uv.x <= (radius) || uv.y <= (radius)
) return float4(1,1,1,1);
const float xLeft = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy - float2(radius, 0.0)), mip)[channel]) * strength;
const float xRight = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy + float2(radius, 0.0)), mip)[channel]) * strength;
const float yUp = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy - float2(0.0, radius)), mip)[channel]) * strength;
const float yDown = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy + float2(0.0, radius)), mip)[channel]) * strength;
float xDelta = ((xLeft - xRight) + 1.0) * 0.5f;
float yDelta = ((yUp - yDown) + 1.0) * 0.5f;
float4 normals = float4(xDelta, yDelta, 0.0, 0);
return normals;
}
ENDHLSL
}
Pass
{
Name "Terrain Intersection Mask"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
#include "../Libraries/Height.hlsl"
#include "../Libraries/Terrain.hlsl"
float _TerrainIntersectionMaskOffset;
float4 frag (Varyings input) : SV_Target
{
float2 uv = input.texcoord;
//Snap texels to terrain height buffer grid to avoid texel swimming
float cellSize = 2;
//uv = floor(uv / cellSize) * cellSize;
float3 positionWS = float3(
_TerrainHeightRenderCoords.x + (uv.x * _TerrainHeightRenderCoords.z),
0,
_TerrainHeightRenderCoords.y + (uv.y * _TerrainHeightRenderCoords.z));
float3 terrainHeightSamplePos = positionWS;
terrainHeightSamplePos.x = floor(positionWS.x / cellSize) * cellSize;
terrainHeightSamplePos.z = floor(positionWS.z / cellSize) * cellSize;
terrainHeightSamplePos = floor(positionWS / cellSize) * (cellSize) + (cellSize * 0.5f);
/*
int resolution = 256.0f;
float3 origin = float3(_TerrainHeightRenderCoords.x, 0, _TerrainHeightRenderCoords.y);
origin = origin * resolution / 2.0f;
float3 roundedOrigin = round(origin);
float3 roundOffset = roundedOrigin - origin;
//Need to fix the pixel swimming. SDF mask renders at a lower resolution than the terrain height prepass
roundOffset = roundOffset * 2.0f / resolution;
positionWS += roundOffset;
*/
float2 waterHeights = SampleWaterHeight(positionWS);
float waterHeight = waterHeights.x;
//Factor in displacement effects?
//waterHeight += waterHeights.g;
if(HasHitWaterSurface(waterHeight) == false) return 0;
//TODO: Implement padding to shift the SDF inwards a bit
waterHeight += _TerrainIntersectionMaskOffset;
const float terrainHeight = SampleTerrainHeight(terrainHeightSamplePos);
float delta = waterHeight - terrainHeight;
//Soft
//float mask = 1-saturate(delta * 32);
//Boolean
float mask = waterHeight < terrainHeight ? 1 : 0;
return float4(mask, 0.0, 0.0, 1.0);
}
ENDHLSL
}
}
}