Firstborn/Assets/RPG Creation Kit/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc

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#ifndef WATER_CG_INCLUDED
#define WATER_CG_INCLUDED
#include "UnityCG.cginc"
half _GerstnerIntensity;
inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5;
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
return normalize(normal);
}
inline half3 GetNormal(half4 tf) {
#ifdef WATER_VERTEX_DISPLACEMENT_ON
return half3(2,1,2) * tf.rbg - half3(1,0,1);
#else
return half3(0,1,0);
#endif
}
inline half GetDistanceFadeout(half screenW, half speed) {
return 1.0f / abs(0.5f + screenW * speed);
}
half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
tf *= 0.333333;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
{
half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
#ifdef WATER_VERTEX_DISPLACEMENT_ON
half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
tf *= 0.5;
#else
half4 tf = half4(0.5,0.5,0.5,0.0);
#endif
return tf;
}
inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0f;
#endif
screenPos = ComputeNonStereoScreenPos(pos);
grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
grabPassPos.zw = pos.zw;
}
inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
{
half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
bump = bump * 0.5;
half3 normal = UnpackNormal(bump);
normal.xy *= bumpStrength;
normal.xy += perVertxOffset;
return normalize(normal);
}
inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
{
half4 bump = tex2D(bumpMap, coords.xy);
bump.xy = bump.wy - half2(0.5, 0.5);
half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
return normalize(worldNormal);
}
inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
{
half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
foam.a = amount;
return foam;
}
inline half4 Foam(sampler2D shoreTex, half4 coords)
{
half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
return foam;
}
inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
{
half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
return refl2Refr;
}
inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
{
half facing = saturate(dot(-viewVector, worldNormal));
half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
return fresn;
}
inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half3 normal,
out half4 vertexOffset, out half2 normalOffset)
{
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
tf /= 3.0;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
normalOffset = tf.rg;
}
inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
sampler2D mapC, half4 uv,
half vertexStrength, half normalsStrength,
out half4 vertexOffset, out half2 normalOffset)
{
// @NOTE: for best performance, this should really be properly packed!
half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
tf *= 0.5;
tf.rga = tf.rga-half3(0.5,0.5,0.0);
// height displacement in alpha channel, normals info in rgb
vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
normalOffset = tf.rg * normalsStrength;
}
half4 ExtinctColor (half4 baseColor, half extinctionAmount)
{
// tweak the extinction coefficient for different coloring
return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
}
half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 offsets;
offsets.x =
steepness * amp * dir.x *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.z =
steepness * amp * dir.y *
cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
offsets.y =
amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
return offsets;
}
half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 offsets;
half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
half4 SIN = sin (dotABCD + TIME);
offsets.x = dot(COS, half4(AB.xz, CD.xz));
offsets.z = dot(COS, half4(AB.yw, CD.yw));
offsets.y = dot(SIN, amp);
return offsets;
}
half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
{
half3 nrml = half3(0,0,0);
nrml.x -=
dir.x * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
nrml.z -=
dir.y * (amp * freq) *
cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
return nrml;
}
half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 nrml = half3(0,2.0,0);
half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
nrml.x -= dot(COS, half4(AB.xz, CD.xz));
nrml.z -= dot(COS, half4(AB.yw, CD.yw));
nrml.xz *= _GerstnerIntensity;
nrml = normalize (nrml);
return nrml;
}
void Gerstner ( out half3 offs, out half3 nrml,
half3 vtx, half3 tileableVtx,
half4 amplitude, half4 frequency, half4 steepness,
half4 speed, half4 directionAB, half4 directionCD )
{
#ifdef WATER_VERTEX_DISPLACEMENT_ON
offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
#else
offs = half3(0,0,0);
nrml = half3(0,1,0);
#endif
}
#endif