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2026-03-05 00:14:42 +08:00

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#pragma kernel CrestTransferWaves
#pragma multi_compile_local __ d_Texture d_TextureBlend
#if defined(d_TextureBlend)
#define d_Texture 1
#endif
#include "HLSLSupport.cginc"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Constants.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
Texture2D _Crest_Texture;
Texture2DArray _Crest_WaveBuffer;
RWTexture2DArray<float4> _Crest_Target;
CBUFFER_START(CrestPerMaterial)
float4 _Crest_WaveBufferParameters[MAX_LOD_COUNT];
float2 _Crest_AxisX;
float _Crest_Weight;
float _Crest_FeatherWidth;
float _Crest_AttenuationInShallows;
float _Crest_RespectShallowWaterAttenuation;
float _Crest_MaximumAttenuationDepth;
float _Crest_WaveResolutionMultiplier;
float _Crest_TransitionalWavelengthThreshold;
// Texture
#if d_Texture
float2 _Crest_TextureSize;
float2 _Crest_TexturePosition;
float2 _Crest_TextureRotation;
bool _Crest_NegativeValues;
int _Crest_Blend;
#endif
CBUFFER_END
#if d_Texture
#define m_None 0
#define m_FromZero 4
#define m_FromZeroNormalized 5
#endif // d_Texture
m_CrestNameSpace
void TransferWaves(uint3 id)
{
const uint slice0 = id.z;
const float4 parameters = _Crest_WaveBufferParameters[slice0];
const uint first = parameters.x;
const uint last = parameters.y;
const half transition = parameters.w;
#if !d_TextureBlend
// Additive only. All wavelengths filtered out for this LOD so nothing to do.
if (parameters.x < 0 || parameters.y < 0)
{
return;
}
#endif
const Cascade cascade = Cascade::MakeAnimatedWaves(slice0);
const float2 positionWS = cascade.IDToWorld(id.xy);
half _weight = _Crest_Weight;
half alpha = 0.0;
#if d_Texture
float2 uvPainted = (positionWS - _Crest_TexturePosition) / _Crest_TextureSize;
// Clockwise transform rotation.
uvPainted = uvPainted.x * float2(_Crest_TextureRotation.y, -_Crest_TextureRotation.x) + uvPainted.y * _Crest_TextureRotation;
uvPainted += 0.5;
// Feather boundaries.
_weight *= FeatherWeightFromUV(uvPainted, _Crest_FeatherWidth);
// Check we are within bounds.
if (_weight <= 0.0)
{
return;
}
alpha = _weight;
// Initialize or "use of potentially uninitialized variable" due to early return.
float2 axis; float axisLength = 0.0; float t = 0.0;
float2 axisX0 = 0.0; float2 axisX1 = 0.0; float2 axisZ0 = 0.0; float2 axisZ1 = 0.0;
{
axis = _Crest_Texture.SampleLevel(LODData_linear_clamp_sampler, uvPainted, 0).xy;
if (!_Crest_NegativeValues)
{
// -1.0 to 1.0
axis = axis * 2.0 - 1.0;
}
float axisLength2 = dot(axis, axis);
// Zero data so exit early and apply blending if needed.
if (!(axisLength2 > 0.00001))
{
#if d_TextureBlend
if (_Crest_Blend > m_None)
{
// If zero affects blend weight, then reduce alpha by axis length so that it
// accounts for zero data.
alpha = 0.0;
}
_Crest_Target[id] *= 1.0 - alpha;
#endif
return;
}
axisLength = sqrt(axisLength2);
// Alpha blending based on data.
if (_Crest_Blend == m_FromZeroNormalized)
{
// Normalize so even small amounts fully removes existing waves.
alpha *= length(normalize(axis));
}
else if (_Crest_Blend == m_FromZero)
{
alpha *= axisLength;
}
// Rotate axis with transform rotation to keep axis in local space.
axis = axis.x * _Crest_TextureRotation.yx + axis.y * float2(-_Crest_TextureRotation.x, _Crest_TextureRotation.y);
// Add wind (counterclockwise).
axis = axis.x * _Crest_AxisX + axis.y * float2(-_Crest_AxisX.y, _Crest_AxisX.x);
// Quantize wave direction.
const float axisHeading = atan2(axis.y, axis.x) + 2.0 * 3.141592654;
const float dTheta = 0.5 * 0.314159265;
const float rem = fmod(axisHeading, dTheta);
const float angle0 = axisHeading - rem;
const float angle1 = angle0 + dTheta;
t = rem / dTheta;
sincos(angle0, axisX0.y, axisX0.x);
sincos(angle1, axisX1.y, axisX1.x);
axisZ0.x = -axisX0.y; axisZ0.y = axisX0.x;
axisZ1.x = -axisX1.y; axisZ1.y = axisX1.x;
}
#else
const float2 positionWaves = float2(dot(positionWS, _Crest_AxisX), dot(positionWS, float2(-_Crest_AxisX.y, _Crest_AxisX.x)));
#endif // d_Texture
const half depth = Cascade::MakeDepth(slice0).SampleSignedDepthFromSeaLevel(positionWS) +
Cascade::MakeLevel(slice0).SampleLevel(positionWS);
half3 _displacement = 0.0;
// Loop through wave buffer slices.
for (uint i = first; i <= last; i++)
{
const uint waveBufferIndex = i;
const float waveBufferSize = 0.5f * (1 << waveBufferIndex);
half weight = _weight;
uint WAVE_SAMPLE_FACTOR = 8;
half minimumWL = waveBufferSize / WAVE_SAMPLE_FACTOR / _Crest_WaveResolutionMultiplier;
half averageWL = minimumWL * 1.5f * _Crest_WaveResolutionMultiplier;
// If approaching end of lod chain, start smoothly transitioning any large
// wavelengths across last two LODs.
if (minimumWL >= _Crest_TransitionalWavelengthThreshold)
{
// The transition weight must not be applied to the alpha otherwise popping.
weight *= transition;
}
// Attenuation.
float attenuation;
{
// Attenuate waves based on water depth. If depth is greater than half the
// wavelength, water is considered deep and wave is unaffected. If depth is less
// than this, wave velocity decreases. Waves will then bunch up and grow in
// amplitude and eventually break. Deep water model is approximated by simply
// ramping down waves in non-deep water with a linear multiplier.
// http://hyperphysics.phy-astr.gsu.edu/hbase/Waves/watwav2.html
// http://hyperphysics.phy-astr.gsu.edu/hbase/watwav.html#c1
half weight = saturate(2.0 * depth / averageWL);
if (_Crest_MaximumAttenuationDepth < k_Crest_MaximumWaveAttenuationDepth)
{
weight = lerp(weight, 1.0, saturate(depth / _Crest_MaximumAttenuationDepth));
}
const float attenuationAmount = _Crest_AttenuationInShallows * _Crest_RespectShallowWaterAttenuation;
attenuation = attenuationAmount * weight + (1.0 - attenuationAmount);
}
// NOTE: Could not get attenuation applied to alpha to work. Incurred popping.
weight *= attenuation;
// Sample Wave Buffers.
if (weight > 0.0)
{
#if d_Texture
// Interpolate waves.
float2 positionScaledWS = positionWS / waveBufferSize;
const float2 uv0 = float2(dot(positionScaledWS, axisX0), dot(positionScaledWS, axisZ0));
const float2 uv1 = float2(dot(positionScaledWS, axisX1), dot(positionScaledWS, axisZ1));
// Sample displacement, rotate into frame.
float3 displacement0 = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(uv0, waveBufferIndex), 0).xyz;
float3 displacement1 = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(uv1, waveBufferIndex), 0).xyz;
float3 displacement = lerp(displacement0, displacement1, t);
displacement.xz = displacement.x * axis + displacement.z * float2(-axis.y, axis.x);
displacement.y *= axisLength;
_displacement += displacement * weight;
#else // !d_Texture
// Sample displacement, rotate into frame defined by global wind direction.
half3 displacement = _Crest_WaveBuffer.SampleLevel(sampler_Crest_linear_repeat, float3(positionWaves / waveBufferSize, waveBufferIndex), 0).xyz;
displacement.xz = displacement.x * _Crest_AxisX + displacement.z * float2(-_Crest_AxisX.y, _Crest_AxisX.x);
_displacement += displacement * weight;
#endif // d_Texture
}
}
#if d_TextureBlend
// Global waves are always additive.
_Crest_Target[id] *= 1.0 - saturate(alpha);
#endif
// Always write full alpha so textures show up in previews.
_Crest_Target[id] += float4(_displacement, 1.0);
}
m_CrestNameSpaceEnd
m_CrestInputKernelDefault(TransferWaves)