修改水
This commit is contained in:
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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Shader "Crest/Underwater"
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{
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Properties
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{
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_Crest_ExtinctionMultiplier("Density Factor", Range(0, 1)) = 1
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_Crest_SunBoost("Sun Boost", Range(0, 100)) = 2
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_Crest_OutScatteringFactor("Out-Scattering Factor", Range(0, 1)) = 0.2
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_Crest_OutScatteringExtinctionFactor("Out-Scattering Extinction Factor", Range(0, 1)) = 0.2
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[Space(10)]
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[Toggle(d_Dithering)]
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_Crest_DitheringEnabled("Dithering", Integer) = 1
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_Crest_DitheringIntensity("Dithering Intensity", Range(0, 10)) = 1
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[Space(10)]
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[Toggle(d_Meniscus)]
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_Crest_MeniscusEnabled("Meniscus", Integer) = 1
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[Header(Advanced)]
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[Space(6)]
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// This adds an offset to the cascade index when sampling water data, in effect smoothing/blurring it. Default
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// to shifting the maximum amount (shift from lod 0 to penultimate lod - dont use last lod as it cross-fades
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// data in/out), as more filtering was better in testing.
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[CrestIntegerRange]
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_Crest_DataSliceOffset("Filter Water Data", Integer) = 13
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[HideInInspector]
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_Crest_Version("Version", Integer) = 0
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[Header(Copied From Water Surface)]
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[Space(6)]
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[PerRendererData] _Crest_AbsorptionColor("Absorption Color", Color) = (0.3416268, 0.6954546, 0.85, 0.1019608)
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[PerRendererData] _Crest_Scattering("Scattering", Color) = (0, 0.09803922, 0.2, 1)
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[PerRendererData] _Crest_Anisotropy("Anisotropy", Range(0, 1)) = 0.5
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[PerRendererData] _Crest_DirectTerm("Direct Term", Float) = 1
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[PerRendererData] _Crest_AmbientTerm("Ambient Term", Float) = 1
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[PerRendererData] _Crest_ShadowsAffectsAmbientFactor("Shadows Affects Ambient Factor", Float) = 0.5
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// Caustics
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[PerRendererData] [ToggleUI] _Crest_CausticsEnabled("Caustics Enabled", Float) = 1
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[PerRendererData] [NoScaleOffset] _Crest_CausticsTexture("Caustics Texture", 2D) = "black" {}
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[PerRendererData] _Crest_CausticsStrength("Caustics Strength", Range(0, 10)) = 3.2
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[PerRendererData] _Crest_CausticsTextureScale("Caustics Scale", Range(0.01, 100)) = 50
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[PerRendererData] _Crest_CausticsScrollSpeed("Caustics Scroll Speed", Range(0, 10)) = 1
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[PerRendererData] _Crest_CausticsTextureAverage("Caustics Grey Point", Range(0, 1)) = 0.07
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[PerRendererData] _Crest_CausticsFocalDepth("Caustics Focal Depth", Range(0, 25)) = 2
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[PerRendererData] _Crest_CausticsDepthOfField("Caustics Depth of Field", Range(0.01, 10)) = 6
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[PerRendererData] [NoScaleOffset] _Crest_CausticsDistortionTexture("Caustics Distortion Texture", 2D) = "grey" {}
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[PerRendererData] _Crest_CausticsDistortionStrength("Caustics Distortion Strength", Range(0, 0.25)) = 0.16
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[PerRendererData] _Crest_CausticsDistortionScale("Caustics Distortion Scale", Range(0.01, 1000)) = 250
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[PerRendererData] _Crest_CausticsMotionBlur("Caustics Motion Blur", Range(0, 10)) = 1
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[PerRendererData] [Toggle] CREST_FLOW("Flow Enabled", Float) = 0
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}
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HLSLINCLUDE
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#pragma vertex Vertex
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// #pragma enable_d3d11_debug_symbols
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// Also on the water shader.
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#pragma multi_compile_local_fragment __ CREST_FLOW_ON
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#pragma shader_feature_local_fragment __ d_Meniscus
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#pragma shader_feature_local_fragment __ d_Dithering
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#pragma multi_compile_local_fragment __ _DEBUG_VISUALIZE_MASK
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#pragma multi_compile_local_fragment __ _DEBUG_VISUALIZE_STENCIL
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ENDHLSL
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.high-definition"
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}
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Tags { "RenderPipeline"="HDRenderPipeline" }
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ZWrite Off
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Blend Off
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Pass
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{
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Name "Full Screen"
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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// Both "__" and "_FULL_SCREEN_EFFECT" are fullscreen triangles. The latter only denotes an optimisation of
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// whether to skip the horizon calculation.
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#pragma multi_compile_local_fragment __ _FULL_SCREEN_EFFECT
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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Name "Reflection"
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#define CREST_REFLECTION 1
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment FragmentPlanarReflections
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (2D)"
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Cull Back
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (3D)"
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Cull Back
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_HAS_BACKFACE 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (Fly-Through)"
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Cull Back
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ZTest LEqual
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Stencil
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{
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// Must match k_StencilValueVolume in:
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// Portals.cs
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Ref 5
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Comp Always
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Pass Replace
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ZFail IncrSat
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}
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_HAS_BACKFACE 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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// Back face will only render if view is within the volume and there is no scene in front. It will only add
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// fog to the back face (and in effect anything behind it). No caustics.
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Name "Volume: Back Face"
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Cull Front
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ZTest LEqual
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Stencil
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{
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// Must match k_StencilValueVolume in:
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// Portals.cs
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Ref 5
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Comp NotEqual
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Pass Replace
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ZFail IncrSat
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}
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_BACK_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// When inside a volume, this pass will render to the scene within the volume.
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Name "Volume: Scene (Full Screen)"
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Cull Back
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ZTest Always
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Stencil
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{
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// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
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// handle all of the scene within the geometry once the camera is within the volume.
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// 0 = Outside of geometry as neither face passes have touched it.
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// 1 = Only back face z failed which means scene is in front of back face but not front face.
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// 2 = Both front and back face z failed which means outside geometry.
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Ref 1
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Comp Equal
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Pass Replace
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}
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME_FULLSCREEN 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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Name "Volume: Negative (Full Screen)"
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define CREST_WATER_VOLUME_FULLSCREEN 1
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#define CREST_WATER_VOLUME_NEGATIVE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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}
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Subshader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.universal"
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}
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Tags { "RenderPipeline"="UniversalPipeline" }
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ZWrite Off
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Pass
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{
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Name "Full Screen"
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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// Both "__" and "_FULL_SCREEN_EFFECT" are fullscreen triangles. The latter only denotes an optimisation of
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// whether to skip the horizon calculation.
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#pragma multi_compile_local_fragment __ _FULL_SCREEN_EFFECT
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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Name "Reflection"
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#define CREST_REFLECTION 1
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment FragmentPlanarReflections
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (2D)"
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Cull Back
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (3D)"
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Cull Back
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_HAS_BACKFACE 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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// Only adds fog to the front face and in effect anything behind it.
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Name "Volume: Front Face (Fly-Through)"
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Cull Back
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ZTest LEqual
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Stencil
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{
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// Must match k_StencilValueVolume in:
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// Portals.cs
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Ref 5
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Comp Always
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Pass Replace
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ZFail IncrSat
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}
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_HAS_BACKFACE 1
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#define CREST_WATER_VOLUME_FRONT_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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||||
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||||
Pass
|
||||
{
|
||||
// Back face will only render if view is within the volume and there is no scene in front. It will only add
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// fog to the back face (and in effect anything behind it). No caustics.
|
||||
Name "Volume: Back Face"
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||||
Cull Front
|
||||
ZTest LEqual
|
||||
|
||||
Stencil
|
||||
{
|
||||
// Must match k_StencilValueVolume in:
|
||||
// Portals.cs
|
||||
Ref 5
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||||
Comp NotEqual
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||||
Pass Replace
|
||||
ZFail IncrSat
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}
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define CREST_WATER_VOLUME 1
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#define CREST_WATER_VOLUME_BACK_FACE 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
|
||||
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||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
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||||
// When inside a volume, this pass will render to the scene within the volume.
|
||||
Name "Volume: Scene (Full Screen)"
|
||||
Cull Back
|
||||
ZTest Always
|
||||
Stencil
|
||||
{
|
||||
// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
|
||||
// handle all of the scene within the geometry once the camera is within the volume.
|
||||
// 0 = Outside of geometry as neither face passes have touched it.
|
||||
// 1 = Only back face z failed which means scene is in front of back face but not front face.
|
||||
// 2 = Both front and back face z failed which means outside geometry.
|
||||
Ref 1
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||||
Comp Equal
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterURP.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
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||||
#define CREST_WATER_VOLUME_FULLSCREEN 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
Name "Volume: Negative (Full Screen)"
|
||||
Cull Off
|
||||
ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterURP.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME_FULLSCREEN 1
|
||||
#define CREST_WATER_VOLUME_NEGATIVE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
ZWrite Off
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Full Screen"
|
||||
Cull Off
|
||||
ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
// Both "__" and "_FULL_SCREEN_EFFECT" are fullscreen triangles. The latter only denotes an optimisation of
|
||||
// whether to skip the horizon calculation.
|
||||
#pragma multi_compile_local_fragment __ _FULL_SCREEN_EFFECT
|
||||
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Reflection"
|
||||
Cull Off
|
||||
ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#define CREST_REFLECTION 1
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment FragmentPlanarReflections
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// Only adds fog to the front face and in effect anything behind it.
|
||||
Name "Volume: Front Face (2D)"
|
||||
Cull Back
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME 1
|
||||
#define CREST_WATER_VOLUME_FRONT_FACE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// Only adds fog to the front face and in effect anything behind it.
|
||||
Name "Volume: Front Face (3D)"
|
||||
Cull Back
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME 1
|
||||
#define CREST_WATER_VOLUME_HAS_BACKFACE 1
|
||||
#define CREST_WATER_VOLUME_FRONT_FACE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// Only adds fog to the front face and in effect anything behind it.
|
||||
Name "Volume: Front Face (Fly-Through)"
|
||||
Cull Back
|
||||
ZTest LEqual
|
||||
|
||||
Stencil
|
||||
{
|
||||
// Must match k_StencilValueVolume in:
|
||||
// Portals.cs
|
||||
Ref 5
|
||||
Comp Always
|
||||
Pass Replace
|
||||
ZFail IncrSat
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME 1
|
||||
#define CREST_WATER_VOLUME_HAS_BACKFACE 1
|
||||
#define CREST_WATER_VOLUME_FRONT_FACE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
// Back face will only render if view is within the volume and there is no scene in front. It will only add
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// fog to the back face (and in effect anything behind it). No caustics.
|
||||
Name "Volume: Back Face"
|
||||
Cull Front
|
||||
ZTest LEqual
|
||||
|
||||
Stencil
|
||||
{
|
||||
// Must match k_StencilValueVolume in:
|
||||
// Portals.cs
|
||||
Ref 5
|
||||
Comp NotEqual
|
||||
Pass Replace
|
||||
ZFail IncrSat
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME 1
|
||||
#define CREST_WATER_VOLUME_BACK_FACE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
// When inside a volume, this pass will render to the scene within the volume.
|
||||
Name "Volume: Scene (Full Screen)"
|
||||
Cull Back
|
||||
ZTest Always
|
||||
Stencil
|
||||
{
|
||||
// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
|
||||
// handle all of the scene within the geometry once the camera is within the volume.
|
||||
// 0 = Outside of geometry as neither face passes have touched it.
|
||||
// 1 = Only back face z failed which means scene is in front of back face but not front face.
|
||||
// 2 = Both front and back face z failed which means outside geometry.
|
||||
Ref 1
|
||||
Comp Equal
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME_FULLSCREEN 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
PackageRequirements
|
||||
{
|
||||
"com.waveharmonic.crest.portals"
|
||||
}
|
||||
|
||||
Name "Volume: Negative (Full Screen)"
|
||||
Cull Off
|
||||
ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#include_with_pragmas "UnderwaterBIRP.hlsl"
|
||||
|
||||
#define CREST_WATER_VOLUME_FULLSCREEN 1
|
||||
#define CREST_WATER_VOLUME_NEGATIVE 1
|
||||
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
|
||||
|
||||
#pragma fragment Fragment
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
|
||||
}
|
||||
Reference in New Issue
Block a user