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

98 lines
3.1 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.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "../Libraries/Common.hlsl"
#include "../Libraries/Waves.hlsl"
#include "../Libraries/Projection.hlsl"
#include "../Libraries/Height.hlsl"
struct HeightPassAttributes
{
float4 positionOS : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct HeightPassVaryings
{
float4 positionWS : TEXCOORD0;
//XYZ: World Position
//W: Displacement offset
float4 positionCS : SV_POSITION;
float4 uv : TEXCOORD1; //Needs to be defined for Common.hlsl
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
HeightPassVaryings HeightPassVertex(HeightPassAttributes input)
{
HeightPassVaryings output = (HeightPassVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
#endif
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 offset = 0;
output.uv = float4(input.uv.xy, _TimeParameters.x, 0);
#if _WAVES
float2 uv = GetSourceUV(input.uv.xy, positionWS.xz, _WorldSpaceUV);
float3 waveOffset = float3(0,0,0);
float3 waveNormal = float3(0,1,0);
CalculateWaves(_WaveProfile, _WaveProfile_TexelSize.z, _WaveMaxLayers, uv.xy, _WaveFrequency, positionWS.xyz, _Direction.xy, float3(0,1,0), (TIME_VERTEX * _Speed) * _WaveSpeed, input.color.b * _VertexColorWaveFlattening, float3(_WaveSteepness, _WaveHeight, _WaveSteepness),
_WaveNormalStr, _WaveFadeDistance.x, _WaveFadeDistance.y,
//Out
waveOffset, waveNormal);
offset.xyz += waveOffset.xyz;
#endif
#if DYNAMIC_EFFECTS_ENABLED
if(_ReceiveDynamicEffectsHeight)
{
float4 effectsData = SampleDynamicEffectsData(positionWS.xyz);
half falloff = 1.0;
#if defined(TESSELLATION_ON)
//falloff = saturate(1.0 - (distance(positionWS.xyz, GetCurrentViewPosition() - _TessMin)) / (_TessMax - _TessMin));
#endif
offset.y += effectsData[DE_HEIGHT_CHANNEL] * falloff;
}
#endif
output.positionCS = TransformWorldToHClip(positionWS);
output.positionWS.xyz = positionWS.xyz;
output.positionWS.w = offset.y;
return output;
}
float4 HeightFragment(HeightPassVaryings input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 positionWS = input.positionWS.xyz;
float height = input.positionWS.w;
//float projectionEdgeMask = ProjectionEdgeMask(positionWS, _WaterHeightCoords.xy, _WaterHeightCoords.z, 15);
//positionWS.y = lerp(VOID_THRESHOLD, positionWS.y, projectionEdgeMask);
return float4(positionWS.y, height, 0.0, 1.0);
}