// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. #ifndef CREST_WATER_FOAM_H #define CREST_WATER_FOAM_H #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Settings.Crest.hlsl" #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/Texture.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Flow.hlsl" #if (CREST_SHIFTING_ORIGIN != 0) #include "Packages/com.waveharmonic.crest.shifting-origin/Runtime/Shaders/ShiftingOrigin.hlsl" #endif m_CrestNameSpace half WhiteFoamTexture ( const TiledTexture i_Texture, const half i_Foam, const half i_Feather, const float2 i_WorldXZ0, const float2 i_WorldXZ1, const float2 i_TexelOffset, const half i_LodAlpha, const Cascade i_CascadeData0 ) { const float2 uvOffset = i_TexelOffset + g_Crest_Time * i_Texture._speed / 32.0; // Scale with lods to get multiscale detail. 10 is magic number that gets the // material 'scale' slider into an intuitive range. const float scale = i_Texture._scale * i_CascadeData0._Scale / 10.0; half ft = lerp ( i_Texture.Sample((i_WorldXZ0 + uvOffset) / scale).r, i_Texture.Sample((i_WorldXZ1 + uvOffset) / (2.0 * scale)).r, i_LodAlpha ); // Black point fade. half result = saturate(1.0 - i_Foam); return smoothstep(result, result + i_Feather, ft); } half MultiScaleFoamAlbedo ( const TiledTexture i_Texture, const half i_Feather, const half i_FoamData, const Cascade i_CascadeData0, const Cascade i_CascadeData1, const half i_LodAlpha, const float2 i_UndisplacedXZ ) { float2 worldXZ0 = i_UndisplacedXZ; float2 worldXZ1 = i_UndisplacedXZ; #if (CREST_SHIFTING_ORIGIN != 0) // Apply tiled floating origin offset. Only needed if: // - _FoamScale is a non integer value // - _FoamScale is over 48 worldXZ0 -= ShiftingOriginOffset(i_Texture, i_CascadeData0); worldXZ1 -= ShiftingOriginOffset(i_Texture, i_CascadeData1); #endif // CREST_SHIFTING_ORIGIN return WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, (float2)0.0, i_LodAlpha, i_CascadeData0); } half2 MultiScaleFoamNormal ( const TiledTexture i_Texture, const half i_Feather, const half i_NormalStrength, const half i_FoamData, const half i_FoamAlbedo, const Cascade i_CascadeData0, const Cascade i_CascadeData1, const half i_LodAlpha, const float2 i_UndisplacedXZ, const float i_PixelZ ) { float2 worldXZ0 = i_UndisplacedXZ; float2 worldXZ1 = i_UndisplacedXZ; #if (CREST_SHIFTING_ORIGIN != 0) // Apply tiled floating origin offset. Only needed if: // - _FoamScale is a non integer value // - _FoamScale is over 48 worldXZ0 -= ShiftingOriginOffset(i_Texture, i_CascadeData0); worldXZ1 -= ShiftingOriginOffset(i_Texture, i_CascadeData1); #endif // CREST_SHIFTING_ORIGIN // 0.25 is magic number found through tweaking. const float2 dd = float2(0.25 * i_PixelZ * i_Texture._texel, 0.0); const half whiteFoam_x = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.xy, i_LodAlpha, i_CascadeData0); const half whiteFoam_z = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.yx, i_LodAlpha, i_CascadeData0); // Compute a foam normal - manually push in derivatives. If I used blend // smooths all the normals towards straight up when there is no foam. // Gets material slider into friendly range. const float magicStrengthFactor = 0.01; return magicStrengthFactor * i_NormalStrength * half2(whiteFoam_x - i_FoamAlbedo, whiteFoam_z - i_FoamAlbedo) / dd.x; } half MultiScaleFoamAlbedo ( const Flow i_Flow, const TiledTexture i_Texture, const half i_Feather, const half i_Foam, const Cascade i_CascadeData0, const Cascade i_CascadeData1, const half i_LodAlpha, const float2 i_UndisplacedXZ ) { return MultiScaleFoamAlbedo ( i_Texture, i_Feather, i_Foam, i_CascadeData0, i_CascadeData1, i_LodAlpha, i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0 ) * i_Flow._Weight0 + MultiScaleFoamAlbedo ( i_Texture, i_Feather, i_Foam, i_CascadeData0, i_CascadeData1, i_LodAlpha, i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1 ) * i_Flow._Weight1; } half2 MultiScaleFoamNormal ( const Flow i_Flow, const TiledTexture i_Texture, const half i_Feather, const half i_NormalStrength, const half i_FoamData, const half i_FoamAlbedo, const Cascade i_CascadeData0, const Cascade i_CascadeData1, const half i_LodAlpha, const float2 i_UndisplacedXZ, const float i_PixelZ ) { return MultiScaleFoamNormal ( i_Texture, i_Feather, i_NormalStrength, i_FoamData, i_FoamAlbedo, i_CascadeData0, i_CascadeData1, i_LodAlpha, i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0, i_PixelZ ) * i_Flow._Weight0 + MultiScaleFoamNormal ( i_Texture, i_Feather, i_NormalStrength, i_FoamData, i_FoamAlbedo, i_CascadeData0, i_CascadeData1, i_LodAlpha, i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1, i_PixelZ ) * i_Flow._Weight1; } void ApplyFoamToSurface ( half i_Foam, const half2 i_Normal, const half3 i_Albedo, const half i_Occlusion, const half i_Smoothness, const half i_Specular, const bool i_Underwater, inout half3 io_Albedo, inout half3 io_NormalWS, inout half3 io_Emission, inout half io_Occlusion, inout float io_Smoothness, inout half3 io_Specular ) { // Apply foam to surface. io_Albedo = lerp(io_Albedo, i_Albedo, i_Foam); io_Emission *= 1.0 - i_Foam; io_Occlusion = lerp(io_Occlusion, i_Occlusion, i_Foam); io_Smoothness = lerp(io_Smoothness, i_Smoothness, i_Foam); io_NormalWS.xz -= i_Normal; io_NormalWS = normalize(io_NormalWS); // Foam Transmission if (i_Underwater) { // Foam will be black when not facing the sun. This is a hacky way to have foam lit // as if it had transmission. // There is still ugliness around the edges. There will either be black or // incorrect reflections depending on the magic value. io_NormalWS.y *= i_Foam > 0.15 ? -1.0 : 1.0; io_Specular = lerp(io_Specular, i_Specular, i_Foam); } } m_CrestNameSpaceEnd #endif