Merge remote-tracking branch 'origin/develop' into feature/hp_swim
This commit is contained in:
@@ -1,250 +1,217 @@
|
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Shader "Custom/ClearWaterShaderV3"
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||||
Shader "Custom/WaterWithShore_Unity6"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Water Colors)]
|
||||
_ShallowColor ("Shallow Water Color", Color) = (0.325, 0.807, 0.971, 0.8)
|
||||
_DeepColor ("Deep Water Color", Color) = (0.086, 0.407, 1, 0.95)
|
||||
_DepthMaxDistance ("Depth Max Distance", Float) = 1
|
||||
|
||||
[Header(Shore Visibility)]
|
||||
_ShoreDistance ("Shore Visibility Distance", Range(0, 5)) = 1.0
|
||||
_ShoreFade ("Shore Fade Smoothness", Range(0.01, 2)) = 0.5
|
||||
|
||||
[Header(Foam)]
|
||||
_FoamColor ("Foam Color", Color) = (1, 1, 1, 1)
|
||||
_FoamDistance ("Foam Distance", Range(0, 2)) = 0.4
|
||||
_FoamIntensity ("Foam Intensity", Range(0, 2)) = 1
|
||||
_EdgeFoamWidth ("Edge Foam Width", Range(0.001, 0.5)) = 0.1
|
||||
_VertexColorFoamWidth ("Vertex Color Foam Width", Range(0, 1)) = 0.3
|
||||
_ShallowColor ("Shallow Color", Color) = (0.2, 0.6, 0.7, 0.8)
|
||||
_DeepColor ("Deep Color", Color) = (0.0, 0.15, 0.25, 0.9)
|
||||
_DepthMax ("Depth Max", Range(0.1, 10)) = 3
|
||||
|
||||
_WaveNormal ("Wave Normal", 2D) = "bump" {}
|
||||
_NormalStrength ("Normal Strength", Range(0,2)) = 1
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||||
|
||||
_WaveSpeed1 ("Wave Speed 1", Vector) = (0.05, 0.03, 0, 0)
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||||
_WaveSpeed2 ("Wave Speed 2", Vector) = (-0.03, 0.04, 0, 0)
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||||
|
||||
_FoamNoise ("Foam Noise", 2D) = "white" {}
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||||
_FoamColor ("Foam Color", Color) = (1,1,1,1)
|
||||
_FoamIntensity ("Foam Intensity", Range(0,2)) = 1
|
||||
_FoamDepth ("Foam Depth", Range(0.01, 5)) = 0.6
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_FoamNoiseScale ("Foam Noise Scale", Range(0.1, 5)) = 1
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||||
_FoamSpeed ("Foam Speed", Vector) = (0.1, 0.1, 0, 0)
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||||
|
||||
_Smoothness ("Smoothness", Range(0,1)) = 0.85
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||||
|
||||
[Header(Wave Animation)]
|
||||
_WaveHeight ("Wave Height", Range(0, 0.5)) = 0.05
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||||
_WaveFrequency ("Wave Frequency", Range(0, 10)) = 2
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||||
_WaveSpeed ("Wave Speed", Range(0, 5)) = 1
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_WaveDirection ("Wave Direction", Vector) = (1, 0, 0, 0)
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||||
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||||
[Header(Textures)]
|
||||
_SurfaceNoise ("Surface Noise", 2D) = "white" {}
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||||
_SurfaceNoiseCutoff ("Surface Noise Cutoff", Range(0, 1)) = 0.6
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||||
_SurfaceNoiseScale ("Surface Noise Scale", Float) = 1
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||||
|
||||
_NormalMap ("Normal Map", 2D) = "bump" {}
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||||
_NormalStrength ("Normal Strength", Range(0, 2)) = 0.5
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_NormalScale ("Normal Scale", Float) = 1
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||||
[Header(Reflection)]
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||||
_Smoothness ("Smoothness", Range(0, 1)) = 0.9
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_FresnelPower ("Fresnel Power", Range(0, 10)) = 5
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_ReflectionStrength ("Reflection Strength", Range(0, 1)) = 0.3
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||||
|
||||
[Header(Movement)]
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||||
_TextureSpeed ("Texture Speed", Float) = 0.1
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||||
_WaveHeight ("Wave Height", Range(0, 1)) = 0.1
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||||
_WaveFrequency ("Wave Frequency", Range(0, 20)) = 5
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||||
_WaveSpeed ("Wave Speed", Range(0, 10)) = 2
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||||
_WaveDirection ("Wave Direction", Vector) = (1, 1, 0, 0)
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||||
}
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||||
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||||
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||||
SubShader
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||||
{
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||||
Tags
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||||
{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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||||
"RenderPipeline" = "UniversalRenderPipeline"
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||||
"RenderPipeline"="UniversalPipeline"
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||||
"Queue"="Transparent"
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||||
"RenderType"="Transparent"
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||||
}
|
||||
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||||
|
||||
Pass
|
||||
{
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||||
Name "ForwardLit"
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||||
Tags { "LightMode"="UniversalForward" }
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||||
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||||
Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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||||
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||||
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||||
HLSLPROGRAM
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||||
#pragma vertex vert
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||||
#pragma fragment frag
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||||
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||||
#pragma target 3.0
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||||
#pragma prefer_hlslcc gles
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||||
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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||||
|
||||
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||||
TEXTURE2D(_WaveNormal);
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||||
SAMPLER(sampler_WaveNormal);
|
||||
|
||||
TEXTURE2D(_FoamNoise);
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||||
SAMPLER(sampler_FoamNoise);
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||||
|
||||
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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||||
SAMPLER(sampler_CameraDepthTexture);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _ShallowColor;
|
||||
float4 _DeepColor;
|
||||
float _DepthMax;
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||||
|
||||
float4 _WaveSpeed1;
|
||||
float4 _WaveSpeed2;
|
||||
float _NormalStrength;
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||||
|
||||
float4 _FoamColor;
|
||||
float _FoamIntensity;
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||||
float _FoamDepth;
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||||
float _FoamNoiseScale;
|
||||
float4 _FoamSpeed;
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||||
|
||||
float _Smoothness;
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||||
|
||||
float _WaveHeight;
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||||
float _WaveFrequency;
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||||
float _WaveSpeed;
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||||
float4 _WaveDirection;
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||||
CBUFFER_END
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||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
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||||
float3 normalOS : NORMAL;
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||||
float4 tangentOS : TANGENT;
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||||
float2 uv : TEXCOORD0;
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||||
float4 color : COLOR;
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||||
};
|
||||
|
||||
|
||||
struct Varyings
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||||
{
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||||
float4 positionCS : SV_POSITION;
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||||
float2 uv : TEXCOORD0;
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||||
float4 screenPos : TEXCOORD1;
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||||
float3 normalWS : TEXCOORD2;
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||||
float3 tangentWS : TEXCOORD3;
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||||
float3 bitangentWS : TEXCOORD4;
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||||
float3 viewDirWS : TEXCOORD5;
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||||
float3 positionWS : TEXCOORD6;
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||||
float waveValue : TEXCOORD7;
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||||
float4 vertexColor : COLOR;
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||||
float3 positionWS : TEXCOORD2;
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||||
float3 normalWS : TEXCOORD3;
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||||
};
|
||||
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||||
sampler2D _SurfaceNoise;
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||||
sampler2D _NormalMap;
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||||
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||||
CBUFFER_START(UnityPerMaterial)
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||||
float _SurfaceNoiseCutoff;
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||||
float _SurfaceNoiseScale;
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||||
float _FoamDistance;
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||||
float _FoamIntensity;
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||||
float _EdgeFoamWidth;
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||||
float _VertexColorFoamWidth;
|
||||
float _DepthMaxDistance;
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||||
float _NormalStrength;
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||||
float _NormalScale;
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||||
float _Smoothness;
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||||
float _FresnelPower;
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||||
float _ReflectionStrength;
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||||
float _TextureSpeed;
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||||
float _ShoreDistance;
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||||
float _ShoreFade;
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||||
float _WaveHeight;
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||||
float _WaveFrequency;
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||||
float _WaveSpeed;
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||||
float4 _WaveDirection;
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||||
float4 _ShallowColor;
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||||
float4 _DeepColor;
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||||
float4 _FoamColor;
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||||
CBUFFER_END
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||||
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||||
float3 TriplanarSample(sampler2D tex, float3 worldPos, float3 worldNormal, float scale, float2 offset)
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||||
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||||
Varyings vert (Attributes v)
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||||
{
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||||
float3 blendWeights = abs(worldNormal);
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||||
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
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Varyings o;
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||||
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||||
float3 xSample = tex2D(tex, worldPos.zy * scale + offset).rgb;
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float3 ySample = tex2D(tex, worldPos.xz * scale + offset).rgb;
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float3 zSample = tex2D(tex, worldPos.xy * scale + offset).rgb;
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||||
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return xSample * blendWeights.x + ySample * blendWeights.y + zSample * blendWeights.z;
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||||
}
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||||
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||||
float3 TriplanarNormal(sampler2D tex, float3 worldPos, float3 worldNormal, float scale, float2 offset)
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||||
{
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||||
float3 blendWeights = abs(worldNormal);
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||||
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
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||||
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float3 xNormal = UnpackNormal(tex2D(tex, worldPos.zy * scale + offset));
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float3 yNormal = UnpackNormal(tex2D(tex, worldPos.xz * scale + offset));
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||||
float3 zNormal = UnpackNormal(tex2D(tex, worldPos.xy * scale + offset));
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||||
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return xNormal * blendWeights.x + yNormal * blendWeights.y + zNormal * blendWeights.z;
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||||
}
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||||
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Varyings vert(Attributes input)
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||||
{
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||||
Varyings output;
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||||
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||||
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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float3 worldPos = positionInputs.positionWS;
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||||
// Transform to world space first
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||||
float3 worldPos = TransformObjectToWorld(v.positionOS.xyz);
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||||
// === WAVE ANIMATION ===
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||||
float2 waveDir = normalize(_WaveDirection.xy);
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||||
float waveDist = dot(worldPos.xz, waveDir);
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||||
float wavePhase = waveDist * _WaveFrequency - _Time.y * _WaveSpeed;
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||||
float wave = sin(wavePhase);
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||||
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||||
worldPos.y += wave * _WaveHeight;
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||||
// Primary wave (moving wave)
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||||
float wave1 = sin(
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dot(worldPos.xz, waveDir) * _WaveFrequency -
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_Time.y * _WaveSpeed
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||||
) * _WaveHeight;
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||||
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||||
output.positionCS = TransformWorldToHClip(worldPos);
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||||
output.positionWS = worldPos;
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||||
output.screenPos = ComputeScreenPos(output.positionCS);
|
||||
output.uv = input.uv;
|
||||
output.normalWS = normalInputs.normalWS;
|
||||
output.tangentWS = normalInputs.tangentWS;
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||||
output.bitangentWS = normalInputs.bitangentWS;
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||||
output.viewDirWS = GetWorldSpaceViewDir(worldPos);
|
||||
output.waveValue = wave * 0.5 + 0.5;
|
||||
output.vertexColor = input.color;
|
||||
// Secondary wave (perpendicular, different frequency)
|
||||
float2 waveDir2 = float2(-waveDir.y, waveDir.x); // Perpendicular
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||||
float wave2 = sin(
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||||
dot(worldPos.xz, waveDir2) * _WaveFrequency * 0.7 -
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||||
_Time.y * _WaveSpeed * 0.8
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||||
) * _WaveHeight * 0.5;
|
||||
|
||||
return output;
|
||||
// Combine waves
|
||||
worldPos.y += wave1 + wave2;
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||||
|
||||
o.positionWS = worldPos;
|
||||
o.positionCS = TransformWorldToHClip(worldPos);
|
||||
o.screenPos = ComputeScreenPos(o.positionCS);
|
||||
o.uv = v.uv;
|
||||
o.normalWS = TransformObjectToWorldNormal(float3(0,1,0));
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(Varyings input) : SV_Target
|
||||
|
||||
half4 frag (Varyings input) : SV_Target
|
||||
{
|
||||
float3 worldNormal = normalize(input.normalWS);
|
||||
|
||||
float2 timeOffset1 = _Time.y * _TextureSpeed * float2(1, 0.5);
|
||||
float2 timeOffset2 = _Time.y * _TextureSpeed * float2(-0.7, -0.3);
|
||||
|
||||
float3 normalMap1 = TriplanarNormal(_NormalMap, input.positionWS, worldNormal, _NormalScale, timeOffset1);
|
||||
float3 normalMap2 = TriplanarNormal(_NormalMap, input.positionWS, worldNormal, _NormalScale * 1.3, timeOffset2);
|
||||
|
||||
float3 normalTS = normalize(normalMap1 + normalMap2);
|
||||
// === NORMAL WAVES ===
|
||||
float2 uv1 = input.uv + _Time.y * _WaveSpeed1.xy;
|
||||
float2 uv2 = input.uv + _Time.y * _WaveSpeed2.xy;
|
||||
|
||||
float3 n1 = UnpackNormal(SAMPLE_TEXTURE2D(_WaveNormal, sampler_WaveNormal, uv1));
|
||||
float3 n2 = UnpackNormal(SAMPLE_TEXTURE2D(_WaveNormal, sampler_WaveNormal, uv2));
|
||||
|
||||
float3 normalTS = n1 + n2;
|
||||
normalTS.xy *= _NormalStrength;
|
||||
|
||||
float3x3 tangentToWorld = float3x3(input.tangentWS, input.bitangentWS, input.normalWS);
|
||||
float3 normalWS = normalize(mul(normalTS, tangentToWorld));
|
||||
|
||||
normalTS = normalize(normalTS);
|
||||
|
||||
float3 normalWS = normalize(TransformTangentToWorld(
|
||||
normalTS,
|
||||
half3x3(
|
||||
float3(1,0,0),
|
||||
float3(0,0,1),
|
||||
input.normalWS
|
||||
)
|
||||
));
|
||||
|
||||
// === DEPTH ===
|
||||
float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
||||
|
||||
float existingDepth01 = SampleSceneDepth(screenUV);
|
||||
float existingDepthLinear = LinearEyeDepth(existingDepth01, _ZBufferParams);
|
||||
float surfaceDepthLinear = LinearEyeDepth(input.positionCS.z, _ZBufferParams);
|
||||
float depthDifference = existingDepthLinear - surfaceDepthLinear;
|
||||
|
||||
float waterDepthDifference01 = saturate(depthDifference / _DepthMaxDistance);
|
||||
float3 waterColor = lerp(_ShallowColor.rgb, _DeepColor.rgb, waterDepthDifference01);
|
||||
|
||||
float shoreVisibility = saturate(depthDifference / _ShoreDistance);
|
||||
shoreVisibility = smoothstep(0, _ShoreFade, shoreVisibility);
|
||||
|
||||
// VERTEX COLOR EDGE DETECTION
|
||||
float vertexEdge = input.vertexColor.r;
|
||||
float vertexEdgeFoam = smoothstep(_VertexColorFoamWidth, 0, vertexEdge);
|
||||
|
||||
// Depth-based edge detection (for objects like cylinder)
|
||||
float depthEdge = saturate(depthDifference / _EdgeFoamWidth);
|
||||
depthEdge = 1.0 - depthEdge;
|
||||
depthEdge = pow(depthEdge, 2);
|
||||
|
||||
// Combine both methods
|
||||
float edgeDetection = max(vertexEdgeFoam, depthEdge);
|
||||
|
||||
float wave = pow(input.waveValue, 2);
|
||||
float foamArea = 1.0 - saturate(depthDifference / _FoamDistance);
|
||||
float waveContribution = wave * max(foamArea, vertexEdgeFoam);
|
||||
|
||||
float foamNoise1 = TriplanarSample(_SurfaceNoise, input.positionWS, worldNormal, _SurfaceNoiseScale, timeOffset1).r;
|
||||
float foamNoise2 = TriplanarSample(_SurfaceNoise, input.positionWS, worldNormal, _SurfaceNoiseScale * 1.5, timeOffset2).r;
|
||||
float combinedNoise = foamNoise1 * foamNoise2;
|
||||
|
||||
float foamMask = smoothstep(_SurfaceNoiseCutoff - 0.1, _SurfaceNoiseCutoff + 0.1, combinedNoise);
|
||||
|
||||
float edgeFoam = edgeDetection * foamMask;
|
||||
float waveFoam = waveContribution * foamMask;
|
||||
|
||||
float totalFoam = max(edgeFoam, waveFoam * 0.7) * _FoamIntensity;
|
||||
totalFoam = saturate(totalFoam);
|
||||
|
||||
float3 viewDir = normalize(input.viewDirWS);
|
||||
float fresnel = pow(1.0 - saturate(dot(normalWS, viewDir)), _FresnelPower);
|
||||
|
||||
float rawDepth = SAMPLE_TEXTURE2D_X(
|
||||
_CameraDepthTexture,
|
||||
sampler_CameraDepthTexture,
|
||||
screenUV
|
||||
).r;
|
||||
|
||||
float sceneDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
|
||||
|
||||
float waterDepth = LinearEyeDepth(
|
||||
input.screenPos.z / input.screenPos.w,
|
||||
_ZBufferParams
|
||||
);
|
||||
|
||||
float depthDiff = sceneDepth - waterDepth;
|
||||
|
||||
// === DEPTH COLOR BLEND ===
|
||||
float depth01 = saturate(depthDiff / _DepthMax);
|
||||
float3 waterColor = lerp(
|
||||
_ShallowColor.rgb,
|
||||
_DeepColor.rgb,
|
||||
depth01
|
||||
);
|
||||
|
||||
// === SHORE FOAM ===
|
||||
float shoreMask = saturate(1.0 - depthDiff / _FoamDepth);
|
||||
|
||||
float2 foamUV =
|
||||
input.positionWS.xz * _FoamNoiseScale +
|
||||
_Time.y * _FoamSpeed.xy;
|
||||
|
||||
float foamNoise = SAMPLE_TEXTURE2D(
|
||||
_FoamNoise,
|
||||
sampler_FoamNoise,
|
||||
foamUV
|
||||
).r;
|
||||
|
||||
float foam = shoreMask * foamNoise * _FoamIntensity;
|
||||
|
||||
// === LIGHTING ===
|
||||
Light mainLight = GetMainLight();
|
||||
float3 halfVector = normalize(mainLight.direction + viewDir);
|
||||
float specular = pow(saturate(dot(normalWS, halfVector)), _Smoothness * 128.0);
|
||||
|
||||
float3 reflection = fresnel * _ReflectionStrength;
|
||||
|
||||
float3 finalColor = waterColor;
|
||||
finalColor += specular * mainLight.color * 0.5;
|
||||
finalColor = lerp(finalColor, float3(0.7, 0.85, 1), reflection);
|
||||
finalColor = lerp(finalColor, _FoamColor.rgb, totalFoam * 0.9);
|
||||
|
||||
float baseAlpha = lerp(_ShallowColor.a, _DeepColor.a, waterDepthDifference01);
|
||||
float shoreAlpha = lerp(0.8, baseAlpha, shoreVisibility);
|
||||
float finalAlpha = saturate(shoreAlpha + totalFoam * 0.5);
|
||||
|
||||
return float4(finalColor, finalAlpha);
|
||||
float NdotL = saturate(dot(normalWS, mainLight.direction));
|
||||
|
||||
float3 finalColor =
|
||||
waterColor * NdotL +
|
||||
foam * _FoamColor.rgb;
|
||||
|
||||
float alpha = lerp(
|
||||
_ShallowColor.a,
|
||||
_DeepColor.a,
|
||||
depth01
|
||||
);
|
||||
|
||||
return float4(finalColor, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
@@ -14,16 +14,42 @@ Material:
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords:
|
||||
- _DEBUGDEPTH_ON
|
||||
- _USEUVSHORE_ON
|
||||
- _WAVE_SINE_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
m_CustomRenderQueue: 3000
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _EdgeMask:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FoamNoise:
|
||||
m_Texture: {fileID: 2800000, guid: b6f4fa4253519934f96d918d7c34bc8d, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FoamNoiseA:
|
||||
m_Texture: {fileID: 2800000, guid: 064ebb4006db3934697a80619febcb44, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _FoamNoiseB:
|
||||
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Reference in New Issue
Block a user