修改水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef d_WaterLevelDepth
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#define d_WaterLevelDepth
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Geometry.hlsl"
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m_CrestNameSpace
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struct Attributes
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{
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float3 positionOS : POSITION;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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Varyings Vertex(Attributes attributes)
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{
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// This will work for all pipelines.
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Varyings varyings = (Varyings)0;
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const Cascade cascade0 = Cascade::Make(_Crest_LodIndex);
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const Cascade cascade1 = Cascade::Make(_Crest_LodIndex + 1);
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float3 positionWS = mul(UNITY_MATRIX_M, float4(attributes.positionOS.xyz, 1.0)).xyz;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xz += _WorldSpaceCameraPos.xz;
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#endif
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float alpha;
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SnapAndTransitionVertLayout(_Crest_ChunkMeshScaleAlpha, cascade0, _Crest_ChunkGeometryGridWidth, positionWS, alpha);
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{
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// :WaterGridPrecisionErrors
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float2 center = UNITY_MATRIX_M._m03_m23;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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center += _WorldSpaceCameraPos.xz;
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#endif
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const float2 camera = abs(_WorldSpaceCameraPos.xz);
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positionWS.xz = lerp(center, positionWS.xz, lerp(1.0, 1.01, max(camera.x, camera.y) * 0.00001));
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}
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const float weight0 = (1.0 - alpha) * cascade0._Weight;
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const float weight1 = (1.0 - weight0) * cascade1._Weight;
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half offset = 0.0;
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if (weight0 > m_CrestSampleLodThreshold)
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{
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Cascade::MakeLevel(_Crest_LodIndex).SampleLevel(positionWS.xz, weight0, offset);
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}
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if (weight1 > m_CrestSampleLodThreshold)
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{
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Cascade::MakeLevel(_Crest_LodIndex + 1).SampleLevel(positionWS.xz, weight1, offset);
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}
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positionWS.y += offset;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xz -= _WorldSpaceCameraPos.xz;
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#endif
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varyings.positionCS = mul(UNITY_MATRIX_VP, float4(positionWS, 1.0));
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return varyings;
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}
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half4 Fragment(Varyings varyings)
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{
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return half4(0.0, 0.0, 0.0, 1.0);
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}
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m_CrestNameSpaceEnd
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m_CrestVertex
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m_CrestFragment(half4)
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#endif // d_WaterLevelDepth
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