92 lines
2.7 KiB
HLSL
92 lines
2.7 KiB
HLSL
// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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#if !defined(SHADERGRAPH_PREVIEW)
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//#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Core.hlsl"
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#else
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SamplerState sampler_LinearClamp;
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#endif
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#include "Projection.hlsl"
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uniform Texture2D _TerrainHeightBuffer;
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float4 _TerrainHeightBuffer_TexelSize;
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uniform float3 _TerrainHeightRenderCoords;
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//XY: Bounds min
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//Z: Bounds size
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bool _TerrainHeightPrePassAvailable;
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uniform Texture2D _WaterTerrainDistanceField;
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//Position, relative to rendering bounds (normalized 0-1)
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float2 WorldToTerrainUV(float3 positionWS)
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{
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return WorldToProjectionUV(positionWS, _TerrainHeightRenderCoords.xy, _TerrainHeightRenderCoords.z);
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}
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float SampleTerrainHeightBuffer(float2 uv)
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{
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if(_TerrainHeightPrePassAvailable == false) return 0;
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return UnpackHeightmap(_TerrainHeightBuffer.SampleLevel(sampler_LinearClamp, uv, 0).r);
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}
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//Main function
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float SampleTerrainHeightBuffer(float3 positionWS)
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{
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return SampleTerrainHeightBuffer(WorldToTerrainUV(positionWS));
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}
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float SampleTerrainHeight(float3 positionWS)
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{
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return SampleTerrainHeightBuffer(positionWS);
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}
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//Shader Graph
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void SampleTerrainHeight_float(float3 positionWS, out float height)
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{
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height = SampleTerrainHeightBuffer(positionWS);
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}
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TEXTURE2D(_WaterTerrainIntersectionMask);
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float SampleTerrainIntersection(float3 positionWS)
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{
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return _WaterTerrainIntersectionMask.SampleLevel(sampler_LinearClamp, WorldToTerrainUV(positionWS), 0).r;
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}
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float SampleTerrainDepth(float3 positionWS, float falloff)
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{
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float terrainHeight = SampleTerrainHeightBuffer(positionWS);
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//Sampling position will correspond to the actual terrain position on the XZ plane
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float3 terrainPosition = float3(positionWS.x, terrainHeight, positionWS.z);
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//if(terrainPosition.y >= positionWS.y) return 0;
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float dist = abs(distance(positionWS, terrainPosition));
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float attenuation = 1-saturate(dist / falloff);
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//attenuation = saturate(exp(-(dist * falloff)));
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return attenuation;
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}
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//Shader Graph
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void SampleTerrainDepth_float(float3 positionWS, float falloff, out float attenuation)
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{
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attenuation = SampleTerrainDepth(positionWS, falloff);
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}
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float SampleTerrainSDF(float3 positionWS)
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{
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float sdfSample = _WaterTerrainDistanceField.SampleLevel(sampler_LinearClamp, WorldToTerrainUV(positionWS), 0).r;
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float edgeMask = ProjectionEdgeMask(positionWS, _TerrainHeightRenderCoords.xy, _TerrainHeightRenderCoords.z, 15);
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return sdfSample * edgeMask;
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}
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