update water shader

This commit is contained in:
Le Duc Anh
2026-01-08 15:09:53 +07:00
parent 27db6e7249
commit d31149e69c
24 changed files with 662 additions and 16 deletions
@@ -64,7 +64,7 @@ MeshRenderer:
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@@ -230,6 +230,59 @@ Shader "BrewMonster/UnlitVertexColorUnlit"
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode" = "DepthNormals" }
ZWrite On
Cull Back
HLSLPROGRAM
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 position : POSITION;
float3 normal : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
float4 _Texture_1_ST;
float4 _Texture_2_ST;
float4 _Texture_3_ST;
float4 _MaskTexture_ST;
half _Brightness;
CBUFFER_END
Varyings DepthNormalsVertex(Attributes input)
{
Varyings output;
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.position.xyz);
VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normal);
output.positionCS = positionInputs.positionCS;
output.normalWS = normalInputs.normalWS;
return output;
}
half4 DepthNormalsFragment(Varyings input) : SV_TARGET
{
float3 normalWS = normalize(input.normalWS);
return half4(normalWS * 0.5 + 0.5, 0);
}
ENDHLSL
}
}
FallBack "Universal Render Pipeline/Unlit"
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@@ -0,0 +1,252 @@
Shader "Custom/ClearWaterShaderV3"
{
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
[Header(Wave Animation)]
_WaveHeight ("Wave Height", Range(0, 0.5)) = 0.05
_WaveFrequency ("Wave Frequency", Range(0, 10)) = 2
_WaveSpeed ("Wave Speed", Range(0, 5)) = 1
_WaveDirection ("Wave Direction", Vector) = (1, 0, 0, 0)
[Header(Textures)]
_SurfaceNoise ("Surface Noise", 2D) = "white" {}
_SurfaceNoiseCutoff ("Surface Noise Cutoff", Range(0, 1)) = 0.6
_SurfaceNoiseScale ("Surface Noise Scale", Float) = 1
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0, 2)) = 0.5
_NormalScale ("Normal Scale", Float) = 1
[Header(Reflection)]
_Smoothness ("Smoothness", Range(0, 1)) = 0.9
_FresnelPower ("Fresnel Power", Range(0, 10)) = 5
_ReflectionStrength ("Reflection Strength", Range(0, 1)) = 0.3
[Header(Movement)]
_TextureSpeed ("Texture Speed", Float) = 0.1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalRenderPipeline"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float3 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
float3 viewDirWS : TEXCOORD5;
float3 positionWS : TEXCOORD6;
float waveValue : TEXCOORD7;
float4 vertexColor : COLOR;
};
sampler2D _SurfaceNoise;
sampler2D _NormalMap;
CBUFFER_START(UnityPerMaterial)
float _SurfaceNoiseCutoff;
float _SurfaceNoiseScale;
float _FoamDistance;
float _FoamIntensity;
float _EdgeFoamWidth;
float _VertexColorFoamWidth;
float _DepthMaxDistance;
float _NormalStrength;
float _NormalScale;
float _Smoothness;
float _FresnelPower;
float _ReflectionStrength;
float _TextureSpeed;
float _ShoreDistance;
float _ShoreFade;
float _WaveHeight;
float _WaveFrequency;
float _WaveSpeed;
float4 _WaveDirection;
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
CBUFFER_END
float3 TriplanarSample(sampler2D tex, float3 worldPos, float3 worldNormal, float scale, float2 offset)
{
float3 blendWeights = abs(worldNormal);
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
float3 xSample = tex2D(tex, worldPos.zy * scale + offset).rgb;
float3 ySample = tex2D(tex, worldPos.xz * scale + offset).rgb;
float3 zSample = tex2D(tex, worldPos.xy * scale + offset).rgb;
return xSample * blendWeights.x + ySample * blendWeights.y + zSample * blendWeights.z;
}
float3 TriplanarNormal(sampler2D tex, float3 worldPos, float3 worldNormal, float scale, float2 offset)
{
float3 blendWeights = abs(worldNormal);
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
float3 xNormal = UnpackNormal(tex2D(tex, worldPos.zy * scale + offset));
float3 yNormal = UnpackNormal(tex2D(tex, worldPos.xz * scale + offset));
float3 zNormal = UnpackNormal(tex2D(tex, worldPos.xy * scale + offset));
return xNormal * blendWeights.x + yNormal * blendWeights.y + zNormal * blendWeights.z;
}
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normalOS, input.tangentOS);
float3 worldPos = positionInputs.positionWS;
float2 waveDir = normalize(_WaveDirection.xy);
float waveDist = dot(worldPos.xz, waveDir);
float wavePhase = waveDist * _WaveFrequency - _Time.y * _WaveSpeed;
float wave = sin(wavePhase);
worldPos.y += wave * _WaveHeight;
output.positionCS = TransformWorldToHClip(worldPos);
output.positionWS = worldPos;
output.screenPos = ComputeScreenPos(output.positionCS);
output.uv = input.uv;
output.normalWS = normalInputs.normalWS;
output.tangentWS = normalInputs.tangentWS;
output.bitangentWS = normalInputs.bitangentWS;
output.viewDirWS = GetWorldSpaceViewDir(worldPos);
output.waveValue = wave * 0.5 + 0.5;
output.vertexColor = input.color;
return output;
}
float4 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);
normalTS.xy *= _NormalStrength;
float3x3 tangentToWorld = float3x3(input.tangentWS, input.bitangentWS, input.normalWS);
float3 normalWS = normalize(mul(normalTS, tangentToWorld));
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);
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);
}
ENDHLSL
}
}
}
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physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:
+11 -3
View File
@@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: BrewMonster
productName: perfect-world-unity
productName: "Th\u1EBF Gi\u1EDBi Ho\xE0n H\u1EA3o"
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.12156863, g: 0.12156863, b: 0.1254902, a: 1}
@@ -70,6 +70,7 @@ PlayerSettings:
androidStartInFullscreen: 1
androidRenderOutsideSafeArea: 1
androidUseSwappy: 1
androidDisplayOptions: 1
androidBlitType: 0
androidResizeableActivity: 1
androidDefaultWindowWidth: 1920
@@ -141,7 +142,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 1.0
bundleVersion: 0.1.3
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@@ -291,7 +292,14 @@ PlayerSettings:
AndroidAppBundleSizeToValidate: 200
AndroidReportGooglePlayAppDependencies: 1
androidSymbolsSizeThreshold: 800
m_BuildTargetIcons: []
m_BuildTargetIcons:
- m_BuildTarget:
m_Icons:
- serializedVersion: 2
m_Icon: {fileID: 2800000, guid: 868c09cc52a77aa479da9c226c9cbd50, type: 3}
m_Width: 128
m_Height: 128
m_Kind: 0
m_BuildTargetPlatformIcons:
- m_BuildTarget: iPhone
m_Icons:
+4 -1
View File
@@ -60,4 +60,7 @@ QualitySettings:
excludedTargetPlatforms:
- Standalone
m_TextureMipmapLimitGroupNames: []
m_PerPlatformDefaultQuality: {}
m_PerPlatformDefaultQuality:
Android: 0
Standalone: 0
iPhone: 0