还原水插件
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@@ -1,8 +1,6 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#pragma exclude_renderers glcore gles3
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#pragma kernel CrestTransferWaves
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#pragma multi_compile_local __ d_Texture d_TextureBlend
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@@ -13,7 +11,6 @@
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#include "HLSLSupport.cginc"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Filtering.hlsl"
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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/Constants.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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@@ -35,8 +32,6 @@ float _Crest_RespectShallowWaterAttenuation;
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float _Crest_MaximumAttenuationDepth;
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float _Crest_WaveResolutionMultiplier;
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float _Crest_TransitionalWavelengthThreshold;
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uint _Crest_Resolution;
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bool _Crest_SeaLevelOnly;
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// Texture
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#if d_Texture
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@@ -65,8 +60,6 @@ void TransferWaves(uint3 id)
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const uint last = parameters.y;
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const half transition = parameters.w;
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const uint2 resolution = uint2(_Crest_Resolution, _Crest_Resolution);
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#if !d_TextureBlend
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// Additive only. All wavelengths filtered out for this LOD so nothing to do.
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if (parameters.x < 0 || parameters.y < 0)
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@@ -161,12 +154,11 @@ void TransferWaves(uint3 id)
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axisZ1.x = -axisX1.y; axisZ1.y = axisX1.x;
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}
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#else
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const float2 positionWaves = float2(dot(positionWS, _Crest_AxisX), dot(positionWS, float2(-_Crest_AxisX.y, _Crest_AxisX.x)));
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#endif // d_Texture
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const half level = Cascade::MakeLevel(slice0).SampleLevel(positionWS);
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const half depth = Cascade::MakeDepth(slice0).SampleSignedDepthFromSeaLevel(positionWS) + level;
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const half depth = Cascade::MakeDepth(slice0).SampleSignedDepthFromSeaLevel(positionWS) +
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Cascade::MakeLevel(slice0).SampleLevel(positionWS);
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half3 _displacement = 0.0;
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@@ -225,8 +217,8 @@ void TransferWaves(uint3 id)
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const float2 uv1 = float2(dot(positionScaledWS, axisX1), dot(positionScaledWS, axisZ1));
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// Sample displacement, rotate into frame.
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const float3 displacement0 = Utility::SampleBicubicRepeat(_Crest_WaveBuffer, uv0, resolution, waveBufferIndex).xyz;
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const float3 displacement1 = Utility::SampleBicubicRepeat(_Crest_WaveBuffer, uv1, resolution, waveBufferIndex).xyz;
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float3 displacement0 = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(uv0, waveBufferIndex), 0).xyz;
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float3 displacement1 = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(uv1, waveBufferIndex), 0).xyz;
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float3 displacement = lerp(displacement0, displacement1, t);
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displacement.xz = displacement.x * axis + displacement.z * float2(-axis.y, axis.x);
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@@ -235,9 +227,7 @@ void TransferWaves(uint3 id)
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#else // !d_Texture
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// Sample displacement, rotate into frame defined by global wind direction.
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// Hardware bilinear produces small noise artifacts. Custom bilinear solves that,
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// but we still get texel artifacts that show up in normals, so use bicubic.
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float3 displacement = Utility::SampleBicubicRepeat(_Crest_WaveBuffer, positionWaves / waveBufferSize, resolution, waveBufferIndex).xyz;
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half3 displacement = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(positionWaves / waveBufferSize, waveBufferIndex), 0).xyz;
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displacement.xz = displacement.x * _Crest_AxisX + displacement.z * float2(-_Crest_AxisX.y, _Crest_AxisX.x);
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_displacement += displacement * weight;
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#endif // d_Texture
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@@ -249,13 +239,6 @@ void TransferWaves(uint3 id)
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_Crest_Target[id] *= 1.0 - saturate(alpha);
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#endif
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#if !d_Texture
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if (_Crest_SeaLevelOnly)
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{
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_displacement *= saturate(1.0 - abs(level));
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}
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#endif
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// Always write full alpha so textures show up in previews.
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_Crest_Target[id] += float4(_displacement, 1.0);
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}
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