Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Editor/TerrainTools/Compute/Hydraulic.compute
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

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//inputs
Texture2D<float4> PrecipMask; //defines where rainfall will occur
Texture2D<float> Collision; //defines texels we will "lock" for the simulation
Texture2D<float> TerrainHeightPrev; //previous frame
Texture2D<float2> WaterVelPrev; //water vel prev
Texture2D<float> Hardness; //mineral hardness
//Texture2D<float> HeightToScale; //curve mapping height -> scale
RWTexture2D<float> TerrainHeight; //terrain heightmap
RWTexture2D<float> Water; //water height
RWTexture2D<float> WaterPrev; //water height prev
RWTexture2D<float2> WaterVel; //water velocity
RWTexture2D<float4> Flux; //current water flux (how much water is transferring to neighboring cells)
RWTexture2D<float4> FluxPrev; //flux
RWTexture2D<float> Sediment; //suspended sediment concentration (being transported by the water)
RWTexture2D<float> SedimentPrev;
RWTexture2D<float> Eroded; //how much sediment was eroded this frame
float EffectScalar;
float DT;
float4 dxdy; //<dx, dy, 1 / dx, 1 / dy>
#define DX dxdy.x
#define DY dxdy.y
#define INV_DX dxdy.z
#define INV_DY dxdy.w
float4 WaterTransportScalars; //(WaterLevelScale, precipRate, flowRate, evapRate)
#define WATER_LEVEL_SCALE WaterTransportScalars.x
#define PRECIP_RATE WaterTransportScalars.y
#define FLOW_RATE WaterTransportScalars.z
#define EVAP_RATE WaterTransportScalars.w
float4 SedimentScalars; //(SedimentScale, Capacity, DissolveRate, DepositRate)
#define SEDIMENT_SCALE SedimentScalars.x
#define SEDIMENT_CAP SedimentScalars.y
#define SEDIMENT_DISSOLVE_RATE SedimentScalars.z
#define SEDIMENT_DEPOSIT_RATE SedimentScalars.w
float4 RiverBedScalars; //(bedDissolveRate, bedDepositRate, bankDissolveRate, bankDepositRate)
#define RIVER_BED_DISSOLVE_RATE RiverBedScalars.x
#define RIVER_BED_DEPOSIT_RATE RiverBedScalars.y
#define RIVER_BANK_DISSOLVE_RATE RiverBedScalars.z
#define RIVER_BANK_DEPOSIT_RATE RiverBedScalars.w
float4 texDim; //the dimensions of all of our textures (they must all be the same dimensions)
float3 terrainDim; //the dimensions of the terrain in world units
//float4 HeightToScaleRange; //(min, max, ?, ?)
uint4 getSafeNeighbors(uint2 coord) {
return uint4(
(coord.x < (uint)(texDim[0] - 1)) ? coord.x + 1 : coord.x, //right index
(coord.x > 0) ? (uint)(coord.x - 1) : coord.x, //left index
(coord.y < (uint)(texDim[1] - 1)) ? coord.y + 1 : coord.y, //bottom index
(coord.y > 0) ? (uint)(coord.y - 1) : coord.y //top index
);
}
#define RIGHT(c) (c.x)
#define LEFT(c) (c.y)
#define BOTTOM(c) (c.z)
#define TOP(c) (c.w)
float3 computeNormal(uint2 coord) {
//This is faster, but doesn't get recomputed every iteration.
//float3 n = 2.0f * (SurfaceNormal[coord] - float3(0.5f, 0.5f, 0.5f));
//n = normalize(n);
//this is more accurate, and probably is better at removing rectilinear artifacts, since we are sampling 8 neighbors
//but... slower
uint4 nidx = getSafeNeighbors(coord);
float dzdx = ((TerrainHeightPrev[uint2(RIGHT(nidx), BOTTOM(nidx))] + 2 * TerrainHeightPrev[uint2(RIGHT(nidx), coord.y)] + TerrainHeightPrev[uint2(RIGHT(nidx), TOP(nidx))]) -
(TerrainHeightPrev[uint2(LEFT(nidx), BOTTOM(nidx))] + 2 * TerrainHeightPrev[uint2(LEFT(nidx), coord.y)] + TerrainHeightPrev[uint2(LEFT(nidx), TOP(nidx))])) / 8.0f;
float dzdy = ((TerrainHeightPrev[uint2(LEFT(nidx), TOP(nidx))] + 2 * TerrainHeightPrev[uint2(coord.x, TOP(nidx))] + TerrainHeightPrev[uint2(RIGHT(nidx), TOP(nidx))]) -
(TerrainHeightPrev[uint2(LEFT(nidx), BOTTOM(nidx))] + 2 * TerrainHeightPrev[uint2(coord.x, BOTTOM(nidx))] + TerrainHeightPrev[uint2(RIGHT(nidx), BOTTOM(nidx))])) / 8.0f;
float m = length(float2(dzdx, dzdy));
return normalize(float3(dzdx, m, dzdy));
}
float4 simulateFlux(uint2 coord, float cellArea) {
float h = TerrainHeightPrev[coord] + WaterPrev[coord];
float tileHeight = terrainDim.y;
uint4 nidx = getSafeNeighbors(coord); //indices of neighbor cells, packed to a uint4
// 1.21 Gigawatts?!?!?
float fluxCapacitance = (DT * FLOW_RATE) / cellArea;
//left
float4 outFlux;
float dh = tileHeight * (h - (TerrainHeightPrev[uint2(LEFT(nidx), coord.y)] + WaterPrev[uint2(LEFT(nidx), coord.y)]));
LEFT(outFlux) = max(0.0f, LEFT(FluxPrev[coord]) + dh * fluxCapacitance);
//right
dh = tileHeight * (h - (TerrainHeightPrev[uint2(RIGHT(nidx), coord.y)] + WaterPrev[uint2(RIGHT(nidx), coord.y)]));
RIGHT(outFlux) = max(0.0f, RIGHT(FluxPrev[coord]) + dh * fluxCapacitance);
//top
dh = tileHeight * (h - (TerrainHeightPrev[uint2(coord.x, TOP(nidx))] + WaterPrev[uint2(coord.x, TOP(nidx))]));
TOP(outFlux) = max(0.0f, TOP(FluxPrev[coord]) + dh * fluxCapacitance);
//bottom
dh = tileHeight * (h - (TerrainHeightPrev[uint2(coord.x, BOTTOM(nidx))] + WaterPrev[uint2(coord.x, BOTTOM(nidx))]));
BOTTOM(outFlux) = max(0.0f, BOTTOM(FluxPrev[coord]) + dh * fluxCapacitance);
return outFlux;
}
void simulateWaterVelocity(uint2 coord, float cellArea) {
uint4 nidx = getSafeNeighbors(coord);
//use flux (instead of FluxPrev) here because we've already computed this for this frame
float inFlow = RIGHT(Flux[uint2(LEFT(nidx), coord.y)]) +
LEFT(Flux[uint2(RIGHT(nidx), coord.y)]) +
TOP(Flux[uint2(coord.x, BOTTOM(nidx))]) +
BOTTOM(Flux[uint2(coord.x, TOP(nidx))]);
float outFlow = LEFT(Flux[coord]) + RIGHT(Flux[coord]) + TOP(Flux[coord]) + BOTTOM(Flux[coord]);
float dV = DT * (inFlow - outFlow);
float waterOld = WaterPrev[coord] / WATER_LEVEL_SCALE;
float waterNew = waterOld + dV / cellArea;
//update velocities
float waterAvg = 0.5f * (waterOld + waterNew);
float2 newWaterVel;
waterAvg = 1.0f / waterAvg; //possible NaN here if waterAvg is zero, but don't seem to be hitting it...
newWaterVel.x = waterAvg * 0.5f * (LEFT(Flux[uint2(LEFT(nidx), coord.y)]) - RIGHT(Flux[coord]) - RIGHT(Flux[uint2(RIGHT(nidx), coord.y)]) + LEFT(Flux[coord])) / DX;
newWaterVel.y = waterAvg * 0.5f * (BOTTOM(Flux[uint2(coord.x, TOP(nidx))]) - TOP(Flux[coord]) - TOP(Flux[uint2(coord.x, BOTTOM(nidx))]) + BOTTOM(Flux[coord])) / DY;
Water[coord] = WATER_LEVEL_SCALE * max(0.0f, waterNew);
WaterVel[coord] = newWaterVel;
}
#pragma kernel SimulateWaterFlow
[numthreads(8, 8, 1)]
void SimulateWaterFlow(uint3 id : SV_DispatchThreadID)
{
uint2 coord = id.xy;
//rainfall
float rainfall = PRECIP_RATE * DT;
float evaporated = EVAP_RATE * DT;
float cellArea = (DX * DY);
Flux[coord] = simulateFlux(coord, cellArea);
simulateWaterVelocity(coord, cellArea);
Water[coord] = WATER_LEVEL_SCALE * max(WaterPrev[coord] / WATER_LEVEL_SCALE + rainfall - evaporated, 0.0f);
}
//
// Hydraulic Erosion
//
void simulateErosion(uint2 coord, out float newSediment, out float newHeight) {
float cellArea = dxdy.x * dxdy.y;
float kc = cellArea * SEDIMENT_CAP;
float h = TerrainHeightPrev[coord];
float s = SedimentPrev[coord];// / SEDIMENT_SCALE;
float w = WaterPrev[coord] / WATER_LEVEL_SCALE;
float3 n = computeNormal(coord);
float slopeFactor = saturate(dot(n, float3(0.0f, 1.0f, 0.0f)));
float slopeDissolveScalar = lerp(RiverBedScalars[2], RiverBedScalars[0], slopeFactor);
float slopeDepositScalar = lerp(RiverBedScalars[3], RiverBedScalars[1], slopeFactor);
float flowSpeed = sqrt(WaterVel[coord].x * WaterVel[coord].x + WaterVel[coord].y * WaterVel[coord].y);
// calculate how much sediment we will dissolve
// the cos function here is just to blend between the maximum dissolve rate (when no sediment is suspended)
// and zero, when the suspended sediment amount equals the sediment capacity
float hardness = 0.0f;// Hardness[coord]; //TODO
float effectiveDissolveRate = saturate(hardness) * slopeDissolveScalar * flowSpeed * SEDIMENT_DISSOLVE_RATE * cos(0.5f * 3.14159f * (s / kc));
float dissolved = clamp(DT * effectiveDissolveRate, 0.0f, kc);
//calculate how much sediment we will deposit
float effectiveDepositRate = slopeDepositScalar * (1.0f / max(flowSpeed, 0.05f)) * SEDIMENT_DEPOSIT_RATE;
float deposited = DT * effectiveDepositRate;
newSediment = max(s + EffectScalar * (dissolved - deposited), 0.0f);
newHeight = max(h + EffectScalar * (deposited - dissolved), 0.0f);
}
//TODO: general-purpose advection kernel? (use Advection compute shader instead, for consistency)
void simulateSedimentTransport(uint2 coord, out float transportedSediment) {
float WaterSpeed = 1.0f; //user param?
float speed = WaterSpeed * DT;
float2 vel = WaterVel[coord].xy * dxdy.xy;
float x = clamp((float)coord.x - (speed * vel.x), 0.0f, texDim[0] - 1);
float y = clamp((float)coord.y - (speed * vel.y), 0.0f, texDim[1] - 1);
uint2 uv0 = uint2((uint)x, (uint)y);
uint2 uv1 = uv0 + uint2(1, 1);
// remainder values, used for blending between voxels
// TODO: optimize by using free pixel interpolation in pixel shader?
float s1 = (x - (float)uv0.x) / texDim[0];
float s0 = 1.0f - s1;
float t1 = (y - (float)uv0.y) / texDim[1];
float t0 = 1.0f - t1;
// sample from 4 backtraced voxels, in proportions based on where the exact backtraced position landed
// essentially doing bilinear interpolation here
transportedSediment = (s0 * (t0 * SedimentPrev[uv0] + t1 * SedimentPrev[uint2(uv0.x, uv1.y)]) +
s1 * (t1 * SedimentPrev[uint2(uv1.x, uv0.x)] + t1 * SedimentPrev[uv1]));// / SEDIMENT_SCALE;
}
#pragma kernel HydraulicErosion
[numthreads(8, 8, 1)]
void HydraulicErosion(uint3 id : SV_DispatchThreadID)
{
float dissolvedSediment = 0.0f;
float transportedSediment = 0.0f;
float newHeight = 0.0f;
simulateErosion(id.xy, dissolvedSediment, newHeight);
simulateSedimentTransport(id.xy, transportedSediment); //doesn't appear to have a visual result
//TODO: Figure out why these values are so screwy
//Eroded[id.xy] = Eroded[id.xy] + 100.0f * max(TerrainHeightPrev[id.xy] - newHeight, 0.0f);
Sediment[id.xy] = /*SEDIMENT_SCALE * */(dissolvedSediment + transportedSediment);
TerrainHeight[id.xy] = newHeight;
}