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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.
// Draw cached world-space heights into current frame data. If heights are coming
// from an ODC, then they are in object-space and are converted to world-space as
// the LOD data stores world-space height.
#pragma kernel CrestExecute
#pragma multi_compile_local __ d_CrestSDF
#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"
#define m_CrestType float
#if d_CrestSDF
#undef m_CrestType
#define m_CrestType float2
#endif
Texture2D<m_CrestType> _Crest_Texture;
RWTexture2DArray<m_CrestType> _Crest_Target;
CBUFFER_START(CrestInputTexture)
float2 _Crest_Multiplier;
float2 _Crest_TextureSize;
float2 _Crest_TexturePosition;
float2 _Crest_TextureRotation;
float _Crest_HeightOffset;
bool _Crest_SDF;
CBUFFER_END
m_CrestNameSpace
void Execute(uint3 id)
{
const Cascade cascade = Cascade::MakeDepth(id.z);
const float2 uv = DataIDToInputUV(id.xy, cascade, _Crest_TexturePosition, _Crest_TextureRotation, _Crest_TextureSize);
// Check we are within bounds.
if (!WithinUV(uv))
{
return;
}
m_CrestType current = _Crest_Target[id];
m_CrestType result = _Crest_Texture.SampleLevel(LODData_linear_clamp_sampler, uv, 0) * _Crest_Multiplier;
result.x += _Crest_HeightOffset;
// Take highest terrain height.
result.x = max(current.x, result.x);
#if d_CrestSDF
// Take shortest distance.
result.y = _Crest_SDF ? min(current.y, result.y) : current.y;
#endif
_Crest_Target[id] = result;
}
m_CrestNameSpaceEnd
m_CrestInputKernelDefault(Execute)