// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. #ifndef CREST_WATER_REFLECTION_H #define CREST_WATER_REFLECTION_H #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Utility.hlsl" float4 _Crest_ReflectionPositionNormal[2]; Texture2DArray _Crest_ReflectionTexture; SamplerState sampler_Crest_ReflectionTexture; m_CrestNameSpace half4 PlanarReflection ( const Texture2DArray i_ReflectionsTexture, const SamplerState i_ReflectionsSampler, const half i_Intensity, const half i_Smoothness, const half i_Roughness, const half3 i_NormalWS, const half i_NormalStrength, const half3 i_ViewDirectionWS, const float2 i_PositionNDC, const bool i_Underwater ) { half3 planeNormal = half3(0.0, i_Underwater ? -1.0 : 1.0, 0.0); half3 reflected = reflect(-i_ViewDirectionWS, lerp(planeNormal, i_NormalWS, i_NormalStrength)); reflected.y = -reflected.y; float4 positionCS = mul(UNITY_MATRIX_VP, half4(reflected, 0.0)); #if UNITY_UV_STARTS_AT_TOP positionCS.y = -positionCS.y; #endif float2 positionNDC = positionCS.xy * rcp(positionCS.w) * 0.5 + 0.5; // Cancel out distortion if out of bounds. We could make this nicer by doing an edge fade but the improvement is // barely noticeable. Edge fade requires recalculating the above a second time. { float4 positionAndNormal = _Crest_ReflectionPositionNormal[i_Underwater]; if (dot(positionNDC - positionAndNormal.xy, positionAndNormal.zw) < 0.0) { positionNDC = lerp(i_PositionNDC, positionNDC, 0.25); } } const half roughness = PerceptualSmoothnessToPerceptualRoughness(i_Smoothness); const half level = PerceptualRoughnessToMipmapLevel(roughness, i_Roughness); half4 reflection = i_ReflectionsTexture.SampleLevel(sampler_Crest_ReflectionTexture, float3(positionNDC, i_Underwater), level); // If more than four layers are used on the terrain, they will appear black if HDR // is enabled on the planar reflection camera. Alpha is probably a negative value. reflection.a = saturate(reflection.a); reflection.a *= i_Intensity; return reflection; } m_CrestNameSpaceEnd #endif