// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. // LOD data - data, samplers and functions associated with LODs #ifndef CREST_WATER_HELPERS_H #define CREST_WATER_HELPERS_H #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl" m_CrestNameSpace #define m_Blend(type) \ type Blend(const int i_Blend, const float i_Alpha, const float i_DeltaTime, const type i_Source, const type i_Target) \ { \ switch (i_Blend) \ { \ case m_CrestBlendMinimum: \ return min(i_Target, i_Source * i_Alpha); \ case m_CrestBlendMaximum: \ return max(i_Target, i_Source * i_Alpha); \ case m_CrestBlendAdditive: \ return i_Target + i_Source * i_Alpha * i_DeltaTime; \ case m_CrestBlendAlpha: \ return lerp(i_Target, i_Source, i_Alpha); \ case m_CrestBlendNone: \ default: \ return i_Source * i_Alpha; \ } \ } \ m_Blend(float) m_Blend(float2) m_Blend(float3) m_Blend(float4) uint PositionToSliceIndex ( const float2 i_PositionXZ, const float i_MinimumSlice, const float i_WaterScale0 ) { const float2 offsetFromCenter = abs(i_PositionXZ - g_Crest_WaterCenter.xz); const float taxicab = max(offsetFromCenter.x, offsetFromCenter.y); const float radius0 = i_WaterScale0; float sliceNumber = log2(max(taxicab / radius0, 1.0)); // Don't use last slice - this is a "transition" slice used to cross fade waves // between LOD resolutions to avoid pops. sliceNumber = clamp(sliceNumber, i_MinimumSlice, g_Crest_LodCount - 2.0); return floor(sliceNumber); } void PosToSliceIndices ( const float2 worldXZ, const float minSlice, const float maxSlice, const float waterScale0, out uint slice0, out uint slice1, out float lodAlpha ) { const float2 offsetFromCenter = abs(worldXZ - g_Crest_WaterCenter.xz); const float taxicab = max(offsetFromCenter.x, offsetFromCenter.y); const float radius0 = waterScale0; float sliceNumber = log2( max( taxicab / radius0, 1.0 ) ); sliceNumber = clamp( sliceNumber, minSlice, maxSlice ); lodAlpha = frac(sliceNumber); // Fixes artefact with DX12 & Vulkan. Likely a compiler bug. // Sampling result appears to be all over the place. slice0 = floor(sliceNumber) + 0.01; slice1 = slice0 + 1; // lod alpha is remapped to ensure patches weld together properly. patches can vary significantly in shape (with // strips added and removed), and this variance depends on the base density of the mesh, as this defines the strip width. // using .15 as black and .85 as white should work for base mesh density as low as 16. const float BLACK_POINT = 0.15, WHITE_POINT = 0.85; lodAlpha = saturate((lodAlpha - BLACK_POINT) / (WHITE_POINT - BLACK_POINT)); if (slice0 == 0) { // blend out lod0 when viewpoint gains altitude. we're using the global g_Crest_MeshScaleLerp so check for LOD0 is necessary lodAlpha = min(lodAlpha + g_Crest_MeshScaleLerp, 1.0); } } bool IsUnderWater(const bool i_FrontFace, const int i_ForceUnderwater) { bool underwater = false; // We are well below water. if (i_ForceUnderwater == 1) { underwater = true; } // We are well above water. else if (i_ForceUnderwater == 2) { underwater = false; } // Use facing. else { underwater = !i_FrontFace; } return underwater; } float FeatherWeightFromUV(const float2 i_uv, const half i_featherWidth) { float2 offset = abs(i_uv - 0.5); float r_l1 = max(offset.x, offset.y) - (0.5 - i_featherWidth); if (i_featherWidth > 0.0) r_l1 /= i_featherWidth; float weight = saturate(1.0 - r_l1); return weight; } bool WithinUV(const float2 i_UV) { const float2 d = abs(i_UV - 0.5); return max(d.x, d.y) <= 0.5; } m_CrestNameSpaceEnd #endif // CREST_WATER_HELPERS_H