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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Shader "Crest/Inputs/Dynamic Waves/Dampen Circle"
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{
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Properties
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{
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_Crest_Radius("Radius", float) = 3
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_Crest_Strength("Strength", Range(0, 100)) = 10
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[HideInInspector]
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_Crest_Version("Version", Integer) = 0
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}
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SubShader
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{
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#include "UnityCG.cginc"
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CBUFFER_START(CrestPerWaterInput)
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float _Crest_SimDeltaTime;
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float _Crest_Radius;
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float _Crest_Strength;
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float _Crest_Weight;
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float3 _Crest_DisplacementAtInputPosition;
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CBUFFER_END
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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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float2 worldOffsetScaled : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings o;
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o.positionCS = UnityObjectToClipPos(input.positionOS);
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float3 worldPos = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)).xyz;
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float3 centerPos = unity_ObjectToWorld._m03_m13_m23;
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o.worldOffsetScaled.xy = worldPos.xz - centerPos.xz;
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// shape is symmetric around center with known radius - fix the vert positions to perfectly wrap the shape.
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o.worldOffsetScaled.xy = sign(o.worldOffsetScaled.xy);
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float4 newWorldPos = float4(centerPos, 1.0);
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newWorldPos.xz += o.worldOffsetScaled.xy * _Crest_Radius;
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// Correct for displacement
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newWorldPos.xz -= _Crest_DisplacementAtInputPosition.xz;
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o.positionCS = mul(UNITY_MATRIX_VP, newWorldPos);
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return o;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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// power 4 smoothstep - no normalize needed
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// credit goes to stubbe's shadertoy: https://www.shadertoy.com/view/4ldSD2
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float r2 = dot(input.worldOffsetScaled.xy, input.worldOffsetScaled.xy);
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if (r2 > 1.0) return (float4)0.0;
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r2 = 1.0 - r2;
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float val = r2 * r2;
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float weight = val * _Crest_Strength * _Crest_SimDeltaTime * _Crest_Weight;
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return float4(0.0, 0.0, 0.0, weight);
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}
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ENDCG
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}
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}
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CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
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}
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