using System; using System.Collections; using System.Collections.Generic; using UnityEngine; //using System.Runtime.CompilerServices; //#pragma warning disable 0660, 0661 static public class LuxWaterUtils { public struct GersterWavesDescription { public Vector3 intensity; public Vector4 steepness; public Vector4 amp; public Vector4 freq; public Vector4 speed; public Vector4 dirAB; public Vector4 dirCD; public Vector4 secondaryWaveParams; } static public void GetGersterWavesDescription (ref GersterWavesDescription Description, Material WaterMaterial ) { Description.intensity = WaterMaterial.GetVector("_GerstnerVertexIntensity"); Description.steepness = WaterMaterial.GetVector("_GSteepness"); Description.amp = WaterMaterial.GetVector("_GAmplitude"); Description.freq = WaterMaterial.GetVector("_GFinalFrequency"); Description.speed = WaterMaterial.GetVector("_GFinalSpeed"); Description.dirAB = WaterMaterial.GetVector("_GDirectionAB"); Description.dirCD = WaterMaterial.GetVector("_GDirectionCD"); Description.secondaryWaveParams = WaterMaterial.GetVector("_GerstnerSecondaryWaves"); } static public Vector3 InternalGetGestnerDisplacement ( Vector2 xzVtx, Vector4 intensity, Vector4 steepness, Vector4 amp, Vector4 freq, Vector4 speed, Vector4 dirAB, Vector4 dirCD, float TimeOffset ) { Vector4 AB; Vector4 CD; // half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; AB.x = steepness.x * amp.x * dirAB.x; AB.y = steepness.x * amp.x * dirAB.y; AB.z = steepness.y * amp.y * dirAB.z; AB.w = steepness.y * amp.y * dirAB.w; // half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; CD.x = steepness.z * amp.z * dirCD.x; CD.y = steepness.z * amp.z * dirCD.y; CD.z = steepness.w * amp.w * dirCD.z; CD.w = steepness.w * amp.w * dirCD.w; // half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); Vector4 dotABCD; dotABCD.x = freq.x * (dirAB.x * xzVtx.x + dirAB.y * xzVtx.y); dotABCD.y = freq.y * (dirAB.z * xzVtx.x + dirAB.w * xzVtx.y); dotABCD.z = freq.z * (dirCD.x * xzVtx.x + dirCD.y * xzVtx.y); dotABCD.w = freq.w * (dirCD.z * xzVtx.x + dirCD.w * xzVtx.y); Vector4 TIME; // In case we do not use underwater rendering float time = Time.timeSinceLevelLoad + TimeOffset; // Shader.GetGlobalVector("_Time").y + TimeOffset ; //Time.time; //timeSinceLevelLoad; //.time // half4 TIME = _Time.yyyy * speed; TIME.x = time * speed.x; TIME.y = time * speed.y; TIME.z = time * speed.z; TIME.w = time * speed.w; Vector4 COS; // half4 COS = cos (dotABCD + TIME); dotABCD.x += TIME.x; dotABCD.y += TIME.y; dotABCD.z += TIME.z; dotABCD.w += TIME.w; COS.x = (float)Math.Cos(dotABCD.x); COS.y = (float)Math.Cos(dotABCD.y); COS.z = (float)Math.Cos(dotABCD.z); COS.w = (float)Math.Cos(dotABCD.w); Vector4 SIN; // half4 SIN = sin (dotABCD + TIME); SIN.x = (float)Math.Sin(dotABCD.x); SIN.y = (float)Math.Sin(dotABCD.y); SIN.z = (float)Math.Sin(dotABCD.z); SIN.w = (float)Math.Sin(dotABCD.w); Vector3 offsets; // offsets.x = dot(COS, half4(AB.xz, CD.xz)); offsets.x = (COS.x * AB.x + COS.y * AB.z + COS.z * CD.x + COS.w * CD.z) * intensity.x; // offsets.z = dot(COS, half4(AB.yw, CD.yw)); offsets.z = (COS.x * AB.y + COS.y * AB.w + COS.z * CD.y + COS.w * CD.w) * intensity.z; // offsets.y = dot(SIN, amp); offsets.y = (SIN.x * amp.x + SIN.y * amp.y + SIN.z * amp.z + SIN.w * amp.w) * intensity.y; return (offsets); } static public Vector3 GetGestnerDisplacement ( Vector3 WorldPosition, GersterWavesDescription Description, float TimeOffset ) { Vector3 offsets; Vector2 xzVtx; xzVtx.x = WorldPosition.x; xzVtx.y = WorldPosition.z; offsets = InternalGetGestnerDisplacement ( xzVtx, Description.intensity, Description.steepness, Description.amp, Description.freq, Description.speed, Description.dirAB, Description.dirCD, TimeOffset ); if (Description.secondaryWaveParams.x > 0) { xzVtx.x += offsets.x; xzVtx.y += offsets.z; offsets += InternalGetGestnerDisplacement ( xzVtx, Description.intensity, Description.steepness * Description.secondaryWaveParams.z, Description.amp * Description.secondaryWaveParams.x, Description.freq * Description.secondaryWaveParams.y, Description.speed * Description.secondaryWaveParams.w, // Directions are swizzled new Vector4 (Description.dirAB.z, Description.dirAB.w, Description.dirAB.x, Description.dirAB.y), new Vector4 (Description.dirCD.z, Description.dirCD.w, Description.dirCD.x, Description.dirCD.y), TimeOffset ); } return (offsets); } // [MethodImpl(MethodImplOptions.AggressiveInlining)] static public Vector3 GetGestnerDisplacementSingle ( Vector3 WorldPosition, GersterWavesDescription Description, float TimeOffset ) { Vector2 xzVtx; xzVtx.x = WorldPosition.x; xzVtx.y = WorldPosition.z; Vector4 AB; Vector4 CD; // half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; AB.x = Description.steepness.x * Description.amp.x * Description.dirAB.x; AB.y = Description.steepness.x * Description.amp.x * Description.dirAB.y; AB.z = Description.steepness.y * Description.amp.y * Description.dirAB.z; AB.w = Description.steepness.y * Description.amp.y * Description.dirAB.w; // half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; CD.x = Description.steepness.z * Description.amp.z * Description.dirCD.x; CD.y = Description.steepness.z * Description.amp.z * Description.dirCD.y; CD.z = Description.steepness.w * Description.amp.w * Description.dirCD.z; CD.w = Description.steepness.w * Description.amp.w * Description.dirCD.w; // half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); Vector4 dotABCD; dotABCD.x = Description.freq.x * (Description.dirAB.x * xzVtx.x + Description.dirAB.y * xzVtx.y); dotABCD.y = Description.freq.y * (Description.dirAB.z * xzVtx.x + Description.dirAB.w * xzVtx.y); dotABCD.z = Description.freq.z * (Description.dirCD.x * xzVtx.x + Description.dirCD.y * xzVtx.y); dotABCD.w = Description.freq.w * (Description.dirCD.z * xzVtx.x + Description.dirCD.w * xzVtx.y); Vector4 TIME; // In case we do not use underwater rendering float time = Time.timeSinceLevelLoad + TimeOffset; // Shader.GetGlobalVector("_Time").y + TimeOffset ; //Time.time; //timeSinceLevelLoad; //.time // half4 TIME = _Time.yyyy * speed; TIME.x = time * Description.speed.x; TIME.y = time * Description.speed.y; TIME.z = time * Description.speed.z; TIME.w = time * Description.speed.w; Vector4 COS; // half4 COS = cos (dotABCD + TIME); dotABCD.x += TIME.x; dotABCD.y += TIME.y; dotABCD.z += TIME.z; dotABCD.w += TIME.w; COS.x = (float)Math.Cos(dotABCD.x); COS.y = (float)Math.Cos(dotABCD.y); COS.z = (float)Math.Cos(dotABCD.z); COS.w = (float)Math.Cos(dotABCD.w); Vector4 SIN; // half4 SIN = sin (dotABCD + TIME); SIN.x = (float)Math.Sin(dotABCD.x); SIN.y = (float)Math.Sin(dotABCD.y); SIN.z = (float)Math.Sin(dotABCD.z); SIN.w = (float)Math.Sin(dotABCD.w); Vector3 offsets; // offsets.x = dot(COS, half4(AB.xz, CD.xz)); offsets.x = (COS.x * AB.x + COS.y * AB.z + COS.z * CD.x + COS.w * CD.z) * Description.intensity.x; // offsets.z = dot(COS, half4(AB.yw, CD.yw)); offsets.z = (COS.x * AB.y + COS.y * AB.w + COS.z * CD.y + COS.w * CD.w) * Description.intensity.z; // offsets.y = dot(SIN, amp); offsets.y = (SIN.x * Description.amp.x + SIN.y * Description.amp.y + SIN.z * Description.amp.z + SIN.w * Description.amp.w) * Description.intensity.y; return (offsets); } }