#ifndef KWS_SHARED_API_INCLUDED #define KWS_SHARED_API_INCLUDED #ifndef SHADERGRAPH_PREVIEW #ifndef KWS_WATER_VERT_FRAG #include "../PlatformSpecific/Includes/KWS_VertFragIncludes.cginc" #endif #endif inline float3 GetWaterSurfaceCollisionForQuadParticlesAquarium(float3 vertex, float3 center, float levelOffset) { #ifdef SHADERGRAPH_PREVIEW return vertex; #else float waterLevel = KWS_ParticlesPos.y + levelOffset; float3 waterDisplacement = GetFftWavesDisplacement(vertex); //vertex.xyz += ComputeExtrudeMask(vertex); float3 quadOffset = vertex.xyz - center.xyz; float quadOffsetLength = length(quadOffset); float currentOffset = 0; float currentScale = 1; if (center.y > waterLevel - quadOffsetLength) { center.y = waterLevel + waterDisplacement.y - quadOffsetLength; vertex = center.xyz + quadOffset; } return vertex; #endif } inline float3 GetWaterSurfaceCollisionForQuadParticles(float3 vertex, float3 center) { #ifdef SHADERGRAPH_PREVIEW return vertex; #else float4 screenPos = ComputeScreenPos(ObjectToClipPos(float4(vertex, 1))); float2 screenUV = screenPos.xy / screenPos.w; bool underwaterMask = GetUnderwaterMask(GetWaterMask(screenUV)); //if (!underwaterMask) //{ //vertex = NAN_VALUE; //return vertex; //} //vertex.y += ComputeExtrudeMask(vertex).y * 0.5; float3 waterDisplacement = GetFftWavesDisplacement(vertex); float3 quadOffset = vertex.xyz - center.xyz; float quadOffsetLength = length(quadOffset); WaterOffsetData waterData = ComputeWaterOffset(vertex); float surfaceLevel = KWS_WaterLevel + waterData.offset.y; if (center.y > surfaceLevel - quadOffsetLength) { center.y = surfaceLevel - quadOffsetLength; vertex = center.xyz + quadOffset; } return vertex; #endif } inline void GetWetnessData(float2 screenUV, float2 uv, float sceneDepth, out float3 diffuseColor, out float wetMap, out float occlusion, out float smoothness, out float metallic) { diffuseColor = float3(0, 0, 0); wetMap = 0; occlusion = 0; smoothness = 0; metallic = 0; #ifdef SHADERGRAPH_PREVIEW #else float depth = sceneDepth; float3 worldPos = GetWorldSpacePositionFromDepth(screenUV, depth); float waterLevel = KWS_WaterLevel; float waterLevelMaxLevelFade = KWS_Pow2(KWS_WindSpeed / KWS_MAX_WIND_SPEED) * 20 + 1; float borderFade = 0; float colorOverrideStrength = 0; float reflectionStrength = 1.0; float underwaterFade = 1.0; #if defined(KWS_USE_LOCAL_WATER_ZONES) uint zoneIndexOffset_local = 0; uint zoneIndexCount_local = 0; bool isLocalWaterZone = GetTileRange_LocalZone(worldPos, zoneIndexOffset_local, zoneIndexCount_local); if (isLocalWaterZone) { float offsetBlending = 0; float maxHeightOffset = -100000; for (uint zoneIndex = zoneIndexOffset_local; zoneIndex < zoneIndexCount_local; zoneIndex++) { LocalZoneData zone = (LocalZoneData)0; if (GetWaterZone_LocalZone(worldPos, zoneIndex, zone)) { if (zone.overrideHeight > 0.5 && zone.clipWaterBelowZone) { float2 distanceToBox = abs(mul((worldPos.xz - zone.center.xz), zone.rotationMatrix)) / zone.halfSize.xz; float distanceToBorder = max(distanceToBox.x, distanceToBox.y); float zoneMinHeight = zone.center.y - zone.halfSize.y; if (distanceToBorder < 1.1 && worldPos.y < zoneMinHeight && worldPos.y > KWS_WaterLevel) discard; } if (zone.overrideHeight > 0.5) { float currentHeightOffset = zone.center.y + zone.halfSize.y - KWS_WaterLevel; float heightFade = GetLocalWaterZoneSphereBlendFactor(zone.uv, zone.heightEdgeBlending); maxHeightOffset = max(maxHeightOffset, currentHeightOffset); offsetBlending = lerp(heightFade, 1, KWS_Pow20(zone.heightEdgeBlending)); } } } waterLevel += lerp(0, maxHeightOffset, offsetBlending); } #endif if (worldPos.y < waterLevel + waterLevelMaxLevelFade) wetMap = clamp(waterLevel - worldPos.y + waterLevelMaxLevelFade, 0, 1) * 1; #if defined(KWS_USE_DYNAMIC_WAVES) || defined(KWS_USE_COLORED_DYNAMIC_WAVES) float distanceToCamera = GetWorldToCameraDistance(worldPos); float3 dynamicWavesMapUV = GetDynamicWavesMapUV(worldPos, distanceToCamera); if (!IsOutsideUvBorders(dynamicWavesMapUV.xy)) { float4 dynamicWaves = GetDynamicWavesMapBicubic(dynamicWavesMapUV); DynamicWavesAdditionalData additionalData = GetDynamicWavesAdditionalMapBicubic(dynamicWavesMapUV); DynamicWavesWetData wetData = GetDynamicWavesWetMapBicubic(dynamicWavesMapUV); ZoneData zone = KWS_ZoneData[additionalData.zoneID]; float worldHeight = DecodeDynamicWavesHeight(wetData.wetMapDepth, zone.center, zone.halfSize * 2); float maxWetLevel = KWS_WetLevel; float currentHeight = dynamicWaves.z + worldHeight; float wetFadeByHeight = 1 - saturate(worldPos.y - currentHeight - maxWetLevel); currentHeight = dynamicWaves.z + dynamicWaves.w + KWS_WaterLevel; underwaterFade *= saturate(worldPos.y - currentHeight + 1); borderFade = saturate(borderFade + additionalData.zoneFade); wetMap = max(wetMap, wetData.wetMask * wetFadeByHeight); #if defined(KWS_USE_COLORED_DYNAMIC_WAVES) float4 zoneColorData = GetDynamicWavesColorMap(dynamicWavesMapUV); float colorTransparencyFactor = (dot(zoneColorData.rgb, 0.33)); zoneColorData.a = lerp(zoneColorData.a, 0, colorTransparencyFactor); zoneColorData.rgb = lerp(zoneColorData.rgb, zoneColorData.rgb * 0.35, saturate(zoneColorData.a * zoneColorData.a + zoneColorData.a * 2)); zoneColorData.a = saturate(zoneColorData.a * 2); zoneColorData.a *= 1 - saturate((KWS_WaterLevel - 1 - worldPos.y) / (DYNAMIC_WAVE_COLOR_MAX_TRANSPARENT * 2)); colorOverrideStrength = max(colorOverrideStrength, zoneColorData.a * 3); diffuseColor.rgb = lerp(diffuseColor.rgb, zoneColorData.rgb, zoneColorData.a); #endif } #endif #ifdef KWS_USE_ZONE_INSTANCE float4 dynamicWaves = GetDynamicWavesZone(uv); float4 dynamicWavesAdditionalData = GetDynamicWavesZoneAdditionalDataBicubic(uv); //(wetmap, shoreline mask, foam mask, wetDepth) float zoneFade = GetDynamicWavesBorderFading(uv); float worldHeight = DecodeDynamicWavesHeight(dynamicWavesAdditionalData.w); float maxWetLevel = KWS_WetLevel; float currentHeight = dynamicWaves.z + worldHeight; float wetFadeByHeight = 1 - saturate(saturate(worldPos.y - currentHeight) * 5); currentHeight = dynamicWaves.z + dynamicWaves.w + KWS_WaterLevel; underwaterFade *= saturate(worldPos.y - currentHeight + 1); borderFade = saturate(borderFade + zoneFade); wetMap = max(wetMap, dynamicWavesAdditionalData.x * wetFadeByHeight); //float waterZEye = LinearEyeDepthUniversal(GetWaterDepth(screenUV)); //float waterFade = 1-saturate((waterZEye - LinearEyeDepthUniversal(sceneDepth)) * 2); //wetMap *= waterFade; #if defined(KWS_USE_COLORED_DYNAMIC_WAVES) float4 zoneColorData = GetDynamicWavesZoneColorData(uv); float colorTransparencyFactor = (dot(zoneColorData.rgb, 0.33)); zoneColorData.a = lerp(zoneColorData.a, 0, colorTransparencyFactor); zoneColorData.rgb = lerp(zoneColorData.rgb, zoneColorData.rgb * 0.35, saturate(zoneColorData.a * zoneColorData.a + zoneColorData.a * 2)); zoneColorData.a = saturate(zoneColorData.a * 2); zoneColorData.a *= 1 - saturate((KWS_WaterLevel - 1 - worldPos.y) / (DYNAMIC_WAVE_COLOR_MAX_TRANSPARENT * 2)); colorOverrideStrength = max(colorOverrideStrength, zoneColorData.a * 3); diffuseColor.rgb = lerp(diffuseColor.rgb, zoneColorData.rgb, zoneColorData.a); #endif #endif #if defined(KWS_URP) || defined(KWS_HDRP) reflectionStrength *= lerp(0.4, 0.85, underwaterFade); #endif wetMap = wetMap * lerp((1-KWS_Pow5(1-borderFade)), 1, KWS_RenderOcean); if (wetMap < 0.001) discard; occlusion = saturate(wetMap * 0.7 * KWS_WetStrength); smoothness = saturate(wetMap * reflectionStrength * (1 - KWS_Pow2(1 - KWS_WetStrength))); metallic = saturate(wetMap * 0.65) + colorOverrideStrength; #endif } ////////////////////////////// shadergraph support ///////////////////////////////////////////////////////////////////// inline void GetDecalVertexOffset_float(float3 worldPos, float displacement, out float3 result) { #ifdef SHADERGRAPH_PREVIEW result = 0; #else worldPos.y = KWS_WaterLevel; WaterOffsetData waterData = ComputeWaterOffset(worldPos); result = worldPos + waterData.offset; #endif } inline void GetDecalDepthTest_float(float4 screenPos, out float result) { #ifdef SHADERGRAPH_PREVIEW result = 1; #else float sceneDepth = GetSceneDepth(screenPos.xy / screenPos.w); result = LinearEyeDepthUniversal(sceneDepth) > LinearEyeDepthUniversal(screenPos.z / screenPos.w); #endif } inline void TileWarpParticlesOffsetXZ_float(float3 vertex, float3 center, out float3 result) { #ifdef SHADERGRAPH_PREVIEW result = 1; #else result = TileWarpParticlesOffsetXZ(vertex, center); #endif } inline void GetWaterSurfaceCollisionForQuadParticles_float(float3 vertex, float3 center, out float3 result) { result = GetWaterSurfaceCollisionForQuadParticles(vertex, center); } inline void GetWaterSurfaceCollisionForQuadParticlesAquarium_float(float3 vertex, float3 center, float levelOffset, out float3 result) { result = GetWaterSurfaceCollisionForQuadParticlesAquarium(vertex, center, levelOffset); } void GetDynamicWavesFoamParticlesVertexPosition_float(uint instanceID, uint vertexID, out float3 vertex, out float2 uv) //shadergraph function { #ifdef SHADERGRAPH_PREVIEW vertex = 1; uv = 1; #else vertex = 1; uv = 1; #endif } void GetWetnessData_float(float2 screenUV, float2 uv, float sceneDepth, out float3 diffuseColor, out float wetMap, out float occlusion, out float smoothness, out float metallic) //shadergraph function { #ifdef SHADERGRAPH_PREVIEW diffuseColor = float3(0, 0, 0); wetMap = 1; occlusion = 0; smoothness = 0; metallic = 0; #else GetWetnessData(screenUV, uv, sceneDepth, diffuseColor, wetMap, occlusion, smoothness, metallic); #endif } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif