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