移除水
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@@ -1,107 +0,0 @@
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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/Add Bump"
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{
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Properties
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{
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_Crest_Amplitude( "Amplitude", float ) = 1
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_Crest_Radius( "Radius", float) = 3
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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 One One
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CGPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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#include "UnityCG.cginc"
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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/Cascade.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
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CBUFFER_START(CrestPerWaterInput)
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float _Crest_Radius;
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float _Crest_SimDeltaTime;
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float _Crest_Amplitude;
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float3 _Crest_DisplacementAtInputPosition;
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CBUFFER_END
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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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float2 texcoord : TEXCOORD0;
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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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float2 uv : TEXCOORD1;
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};
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Varyings Vertex(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));
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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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o.uv = Cascade::MakeDynamicWaves(_Crest_LodIndex).WorldToUV(newWorldPos.xz);
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return o;
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}
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float4 Fragment(Varyings input)
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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)
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return (float4)0.0;
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r2 = 1.0 - r2;
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float y = r2 * r2;
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y = pow(y, 0.05);
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y *= _Crest_Amplitude;
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y /= g_Crest_LodCount;
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// Feather edges to reduce streaking without introducing reflections.
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y *= FeatherWeightFromUV(input.uv, 0.1);
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// accelerate velocities
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return float4(0.0, _Crest_SimDeltaTime * y, 0.0, 0.0);
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}
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m_CrestNameSpaceEnd
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m_CrestVertex
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m_CrestFragment(float4)
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ENDCG
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}
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}
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}
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