升级6.4.升级水,升级天气

This commit is contained in:
2026-04-05 00:26:54 +08:00
parent 63bc9b5536
commit 5f7cbfb713
635 changed files with 34718 additions and 22567 deletions

View File

@@ -14,9 +14,15 @@
#include "Packages/com.waveharmonic.crest.shifting-origin/Runtime/Shaders/ShiftingOrigin.hlsl"
#endif
#if d_Crest_FoamStochastic
#define m_SampleFoam SampleStochastic
#else
#define m_SampleFoam Sample
#endif
m_CrestNameSpace
half WhiteFoamTexture
half2 WhiteFoamTexture
(
const TiledTexture i_Texture,
const half i_Foam,
@@ -25,27 +31,52 @@ half WhiteFoamTexture
const float2 i_WorldXZ1,
const float2 i_TexelOffset,
const half i_LodAlpha,
const Cascade i_CascadeData0
const Cascade i_CascadeData0,
const bool i_Sample2ndChannel = false
)
{
const float2 uvOffset = i_TexelOffset + g_Crest_Time * i_Texture._speed / 32.0;
// Scale with lods to get multiscale detail. 10 is magic number that gets the
// material 'scale' slider into an intuitive range.
const float scale = i_Texture._scale * i_CascadeData0._Scale / 10.0;
float scale = i_Texture._scale * 0.5;
half ft = lerp
(
i_Texture.Sample((i_WorldXZ0 + uvOffset) / scale).r,
i_Texture.Sample((i_WorldXZ1 + uvOffset) / (2.0 * scale)).r,
i_LodAlpha
);
#if d_Crest_FoamMultiScale
// 0.5 * 0.2 == / 10. We only need the full amount for multi-scale to account for
// the default lower scale of 4. * 0.5 alone above will not match multi-scaled, but
// overall better matches visually.
scale *= i_CascadeData0._Scale * 0.2;
#endif
half2 f0 = i_Texture.m_SampleFoam((i_WorldXZ0 + uvOffset) / scale).rg;
#if d_Crest_FoamMultiScale
const half2 f1 = i_Texture.m_SampleFoam((i_WorldXZ1 + uvOffset) / (2.0 * scale)).rg;
#endif
// Black point fade.
half result = saturate(1.0 - i_Foam);
return smoothstep(result, result + i_Feather, ft);
const half result = saturate(1.0 - i_Foam);
#if d_Crest_FoamBioluminescence
if (i_Sample2ndChannel)
{
#if d_Crest_FoamMultiScale
f0 = lerp(f0, f1, i_LodAlpha);
#endif
return smoothstep(result, result + i_Feather, f0);
}
else
#endif
{
#if d_Crest_FoamMultiScale
f0.r = lerp(f0.r, f1.r, i_LodAlpha);
#endif
return half2(smoothstep(result, result + i_Feather, f0.r), 0.0);
}
}
half MultiScaleFoamAlbedo
half2 MultiScaleFoamAlbedo
(
const TiledTexture i_Texture,
const half i_Feather,
@@ -53,7 +84,8 @@ half MultiScaleFoamAlbedo
const Cascade i_CascadeData0,
const Cascade i_CascadeData1,
const half i_LodAlpha,
const float2 i_UndisplacedXZ
const float2 i_UndisplacedXZ,
const bool i_Sample2ndChannel
)
{
float2 worldXZ0 = i_UndisplacedXZ;
@@ -67,20 +99,20 @@ half MultiScaleFoamAlbedo
worldXZ1 -= ShiftingOriginOffset(i_Texture, i_CascadeData1);
#endif // CREST_SHIFTING_ORIGIN
return WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, (float2)0.0, i_LodAlpha, i_CascadeData0);
return WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, (float2)0.0, i_LodAlpha, i_CascadeData0, i_Sample2ndChannel);
}
half2 MultiScaleFoamNormal
(
const TiledTexture i_Texture,
const half i_Feather,
const half i_NormalStrength,
const half i_FoamData,
const half i_FoamAlbedo,
const Cascade i_CascadeData0,
const Cascade i_CascadeData1,
const half i_LodAlpha,
const float2 i_UndisplacedXZ,
const half i_NormalStrength,
const half i_FoamAlbedo,
const float i_PixelZ
)
{
@@ -97,8 +129,8 @@ half2 MultiScaleFoamNormal
// 0.25 is magic number found through tweaking.
const float2 dd = float2(0.25 * i_PixelZ * i_Texture._texel, 0.0);
const half whiteFoam_x = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.xy, i_LodAlpha, i_CascadeData0);
const half whiteFoam_z = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.yx, i_LodAlpha, i_CascadeData0);
const half whiteFoam_x = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.xy, i_LodAlpha, i_CascadeData0).r;
const half whiteFoam_z = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.yx, i_LodAlpha, i_CascadeData0).r;
// Compute a foam normal - manually push in derivatives. If I used blend
// smooths all the normals towards straight up when there is no foam.
@@ -107,7 +139,7 @@ half2 MultiScaleFoamNormal
return magicStrengthFactor * i_NormalStrength * half2(whiteFoam_x - i_FoamAlbedo, whiteFoam_z - i_FoamAlbedo) / dd.x;
}
half MultiScaleFoamAlbedo
half2 MultiScaleFoamAlbedo
(
const Flow i_Flow,
const TiledTexture i_Texture,
@@ -116,7 +148,8 @@ half MultiScaleFoamAlbedo
const Cascade i_CascadeData0,
const Cascade i_CascadeData1,
const half i_LodAlpha,
const float2 i_UndisplacedXZ
const float2 i_UndisplacedXZ,
const bool i_Sample2ndChannel
)
{
return MultiScaleFoamAlbedo
@@ -127,7 +160,8 @@ half MultiScaleFoamAlbedo
i_CascadeData0,
i_CascadeData1,
i_LodAlpha,
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0,
i_Sample2ndChannel
) * i_Flow._Weight0 + MultiScaleFoamAlbedo
(
i_Texture,
@@ -136,7 +170,8 @@ half MultiScaleFoamAlbedo
i_CascadeData0,
i_CascadeData1,
i_LodAlpha,
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1,
i_Sample2ndChannel
) * i_Flow._Weight1;
}
@@ -145,13 +180,13 @@ half2 MultiScaleFoamNormal
const Flow i_Flow,
const TiledTexture i_Texture,
const half i_Feather,
const half i_NormalStrength,
const half i_FoamData,
const half i_FoamAlbedo,
const Cascade i_CascadeData0,
const Cascade i_CascadeData1,
const half i_LodAlpha,
const float2 i_UndisplacedXZ,
const half i_NormalStrength,
const half i_FoamAlbedo,
const float i_PixelZ
)
{
@@ -159,25 +194,25 @@ half2 MultiScaleFoamNormal
(
i_Texture,
i_Feather,
i_NormalStrength,
i_FoamData,
i_FoamAlbedo,
i_CascadeData0,
i_CascadeData1,
i_LodAlpha,
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0,
i_NormalStrength,
i_FoamAlbedo,
i_PixelZ
) * i_Flow._Weight0 + MultiScaleFoamNormal
(
i_Texture,
i_Feather,
i_NormalStrength,
i_FoamData,
i_FoamAlbedo,
i_CascadeData0,
i_CascadeData1,
i_LodAlpha,
i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1,
i_NormalStrength,
i_FoamAlbedo,
i_PixelZ
) * i_Flow._Weight1;
}
@@ -214,8 +249,10 @@ void ApplyFoamToSurface
// as if it had transmission.
// There is still ugliness around the edges. There will either be black or
// incorrect reflections depending on the magic value.
io_NormalWS.y *= i_Foam > 0.15 ? -1.0 : 1.0;
io_NormalWS = i_Foam > 0.0 ? half3(0.0, 1.0, 0.0) : io_NormalWS;
#if _SPECULAR_SETUP
io_Specular = lerp(io_Specular, i_Specular, i_Foam);
#endif
}
}