移除水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Soft shadow term is red, hard shadow term is green. In HDRP, hard shadows are not computed and y channel will be 0.
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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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#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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// Noise functions used for jitter.
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Noise/Noise.hlsl"
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CBUFFER_START(CrestPerMaterial)
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// Settings._jitterDiameterSoft, Settings._jitterDiameterHard, Settings._currentFrameWeightSoft, Settings._currentFrameWeightHard
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float4 _Crest_JitterDiameters_CurrentFrameWeights;
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float _Crest_SimDeltaTime;
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bool _Crest_ClearShadows;
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float3 _Crest_CenterPos;
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float3 _Crest_Scale;
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float4x4 _Crest_MainCameraProjectionMatrix;
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bool _Crest_SampleColorMap;
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float3 _Crest_Absorption;
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float3 _Crest_Scattering;
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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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uint id : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float3 positionWS : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vertex(Attributes input)
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{
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// This will work for all pipelines.
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.id);
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float2 uv = GetFullScreenTriangleTexCoord(input.id);
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// World position from UV.
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output.positionWS.xyz = float3(uv.x - 0.5, 0.0, uv.y - 0.5) * _Crest_Scale * 4.0 + _Crest_CenterPos;
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output.positionWS.y = g_Crest_WaterCenter.y;
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return output;
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}
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half SampleShadows(const float4 i_positionWS);
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half ComputeShadowFade(const float4 i_positionWS);
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// Compiler shows warning when using intermediate returns, disable this.
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#pragma warning(push)
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#pragma warning(disable: 4000)
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half ComputeShadow(const float4 i_positionWS, const float i_jitterDiameter, const half i_terrainHeight)
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{
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float4 positionWS = i_positionWS;
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if (i_jitterDiameter > 0.0)
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{
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// Add jitter.
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positionWS.xz += i_jitterDiameter * (hash33(uint3(abs(positionWS.xz * 10.0), _Time.y * 120.0)) - 0.5).xy;
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// Shadow Bleeding.
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// If we are not within a terrain, then check for shadow bleeding.
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if (i_positionWS.y > i_terrainHeight)
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{
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// WorldToSafeUV
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half terrainHeight = Cascade::MakeDepth(_Crest_LodIndex).SampleSceneHeight(positionWS.xz);
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// If our current position is below the jittered terrain height, then we have landed within a terrain and
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// we do not want to sample those shadows.
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if (i_positionWS.y < terrainHeight)
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{
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// Return no shadows.
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return 1.0;
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}
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}
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}
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return SampleShadows(positionWS);
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}
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#pragma warning(pop)
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half2 Fragment(Varyings input)
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{
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float4 positionWS = float4(input.positionWS.xyz, 1.0);
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// Shadow from last frame. Manually implement black border.
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half2 shadow = Cascade::MakeShadowSource(_Crest_LodIndex + g_Crest_LodChange).SampleShadowOverflow(positionWS.xz, 1.0);
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// Add displacement so shorelines do not receive shadows incorrectly.
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positionWS.xyz += Cascade::MakeAnimatedWaves(_Crest_LodIndex).SampleDisplacement(positionWS.xz);
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// This was calculated in vertex but we have to sample sea level offset in fragment.
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float4 mainCameraCoordinates = mul(_Crest_MainCameraProjectionMatrix, positionWS);
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// Check if the current sample is visible in the main camera (and therefore the shadow map can be sampled). This is
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// required as the shadow buffer is world aligned and surrounds viewer.
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float3 projected = mainCameraCoordinates.xyz / mainCameraCoordinates.w;
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if (projected.z < 1.0 && projected.z > 0.0 && abs(projected.x) < 1.0 && abs(projected.y) < 1.0)
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{
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half2 shadowThisFrame = 1.0;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xyz -= _WorldSpaceCameraPos.xyz;
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#endif
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half terrainHeight = Cascade::MakeDepth(_Crest_LodIndex).SampleSceneHeight(positionWS.xz);
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half softJitter = _Crest_JitterDiameters_CurrentFrameWeights[CREST_SHADOW_INDEX_SOFT];
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if (_Crest_SampleColorMap)
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{
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half3 absorption = _Crest_Absorption;
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half3 scattering = _Crest_Scattering;
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if (g_Crest_SampleAbsorptionSimulation)
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{
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absorption = Cascade::MakeAbsorption(_Crest_LodIndex).SampleAbsorption(positionWS.xz);
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}
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if (g_Crest_SampleScatteringSimulation)
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{
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scattering = Cascade::MakeScattering(_Crest_LodIndex).SampleScattering(positionWS.xz);
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}
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half3 extinction = absorption + scattering;
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half factor = saturate(min(min(extinction.x, extinction.y), extinction.z) * g_Crest_DynamicSoftShadowsFactor);
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softJitter = (1.0 - factor) * k_Crest_MaximumShadowJitter;
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}
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// Add soft shadowing data.
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shadowThisFrame[CREST_SHADOW_INDEX_SOFT] = ComputeShadow
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(
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positionWS,
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softJitter,
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terrainHeight
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);
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#ifdef CREST_SAMPLE_SHADOW_HARD
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// Add hard shadowing data.
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shadowThisFrame[CREST_SHADOW_INDEX_HARD] = ComputeShadow
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(
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positionWS,
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_Crest_JitterDiameters_CurrentFrameWeights[CREST_SHADOW_INDEX_HARD],
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terrainHeight
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);
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#endif
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shadowThisFrame = (half2)1.0 - saturate(shadowThisFrame + ComputeShadowFade(positionWS));
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shadow = lerp(shadow, shadowThisFrame, _Crest_JitterDiameters_CurrentFrameWeights.zw * _Crest_SimDeltaTime * 60.0);
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}
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return shadow;
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}
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m_CrestNameSpaceEnd
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m_CrestVertex
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m_CrestFragment(half2)
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