180 lines
8.3 KiB
Plaintext
180 lines
8.3 KiB
Plaintext
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Compute shader to perform combine of displacements. Reads and writes to texture array which saves
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// needing to do ping pong of render targets. Unfortunately reading/writing float4s is not supported
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// on pre-DX11.3 hardware (aka typed UAV loads), so this path is not the default, for now..
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#pragma kernel ShapeCombine
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#pragma kernel ShapeCombine_DISABLE_COMBINE _DISABLE_COMBINE
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#pragma kernel ShapeCombine_FLOW_ON _FLOW_ON
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#pragma kernel ShapeCombine_FLOW_ON_DISABLE_COMBINE _FLOW_ON _DISABLE_COMBINE
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#pragma kernel ShapeCombine_DYNAMIC_WAVE_SIM_ON _DYNAMIC_WAVE_SIM_ON
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#pragma kernel ShapeCombine_DYNAMIC_WAVE_SIM_ON_DISABLE_COMBINE _DYNAMIC_WAVE_SIM_ON _DISABLE_COMBINE
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#pragma kernel ShapeCombine_FLOW_ON_DYNAMIC_WAVE_SIM_ON _FLOW_ON _DYNAMIC_WAVE_SIM_ON
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#pragma kernel ShapeCombine_FLOW_ON_DYNAMIC_WAVE_SIM_ON_DISABLE_COMBINE _FLOW_ON _DYNAMIC_WAVE_SIM_ON _DISABLE_COMBINE
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#pragma kernel ShapeCombineDynamicWaves
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#pragma kernel ShapeCombineDynamicWaves_DISABLE_COMBINE _DISABLE_COMBINE
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#pragma kernel ShapeCombineCopyDynamicWaves
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#include "HLSLSupport.cginc"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Constants.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
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float _Crest_HorizontalDisplace;
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float _Crest_DisplaceClamp;
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Texture2DArray _Crest_WaveBuffer;
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RWTexture2DArray<float4> _Crest_Target;
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RWTexture2DArray<float4> _Crest_DynamicWavesTarget;
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RWTexture2DArray<float4> _Crest_AnimatedWavesTarget;
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m_CrestNameSpace
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void Flow(const float texel, out float2 offsets, out float2 weights)
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{
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const float period = max(3.0 * texel, 1.0);
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const float half_period = period / 2.0;
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offsets = fmod(float2(g_Crest_Time, g_Crest_Time + half_period), period);
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weights.x = offsets.x / half_period;
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if (weights.x > 1.0) weights.x = 2.0 - weights.x;
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weights.y = 1.0 - weights.x;
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}
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void SampleDisplacementsCompute(
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in RWTexture2DArray<float4> i_dispSampler,
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in float i_resolution, in float3 i_uv_slice,
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in float i_wt, inout float3 io_worldPos
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) {
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// NOTE: We have to roll our own bilinear filter in Compute shaders when
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// reading from a RWTexture. The documentation below explains how SRV
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// and UAV mappings of the same texture cannot exist at the same time.
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// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/sm5-object-rwtexture2d
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// Convert from UV to coordinates
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const float2 pixelCoord = i_uv_slice.xy * i_resolution;
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// Make relative to pixel centers
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float2 pixelCoordCenters = pixelCoord - 0.5;
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// Clamp from below and above (desired?)
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pixelCoordCenters = clamp(pixelCoordCenters, 0.0, i_resolution - 1.0);
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// Compute integral and fractional parts
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const uint2 pixelCoordCentersBotLeft = floor(pixelCoordCenters);
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const uint sliceIndex = i_uv_slice.z;
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const float2 pixelCoordCentersFrac = frac(pixelCoordCenters);
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const half4 dataBotLeft = i_dispSampler[uint3(pixelCoordCentersBotLeft, sliceIndex)];
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const half4 dataBotRight = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(1, 0), sliceIndex)];
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const half4 dataTopLeft = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(0, 1), sliceIndex)];
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const half4 dataTopRight = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(1, 1), sliceIndex)];
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const float4 dataLerped = lerp(
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lerp(dataBotLeft, dataBotRight, pixelCoordCentersFrac.x),
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lerp(dataTopLeft, dataTopRight, pixelCoordCentersFrac.x),
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pixelCoordCentersFrac.y
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);
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io_worldPos += i_wt * dataLerped.xyz;
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}
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void ShapeCombineBase(uint3 id)
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{
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const uint slice0 = _Crest_LodIndex;
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const Cascade cascade = Cascade::MakeAnimatedWaves(slice0);
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const float3 uv = cascade.IDToUV(id.xy);
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const float2 positionWSXZ = cascade.UVToWorld(uv);
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float3 result = 0.0;
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// Sample in waves for this cascade.
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{
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#if _FLOW_ON
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const half2 flow = Cascade::MakeFlow(slice0).SampleFlow(positionWSXZ);
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float2 offsets, weights;
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Flow(cascade._Texel, offsets, weights);
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result += cascade.Sample(_Crest_WaveBuffer, positionWSXZ - offsets[0] * flow).xyz * weights[0];
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result += cascade.Sample(_Crest_WaveBuffer, positionWSXZ - offsets[1] * flow).xyz * weights[1];
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#else
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result += cascade.Sample(_Crest_WaveBuffer, uv).xyz;
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#endif // _FLOW_ON
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}
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// Disabled for last LOD.
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#if !_DISABLE_COMBINE
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{
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const Cascade cascade = Cascade::MakeAnimatedWaves(slice0 + 1);
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// Sample the shape 1 texture at this world position.
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const float3 uv = cascade.WorldToUV(positionWSXZ);
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// Waves to combine down from the next lod up the chain.
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SampleDisplacementsCompute(_Crest_Target, cascade._Resolution, uv, 1.0, result);
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}
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#endif
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#if _DYNAMIC_WAVE_SIM_ON
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{
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// Convert dynamic wave sim to displacements.
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result += Cascade::MakeDynamicWaves(slice0)
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.SampleDynamicWavesDisplacement(positionWSXZ, _Crest_HorizontalDisplace, _Crest_DisplaceClamp);
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}
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#endif // _DYNAMIC_WAVE_SIM_ON
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_Crest_Target[uint3(id.xy, slice0)] = float4(result, 0.0);
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}
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void ShapeCombineDynamicWaves(uint3 id)
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{
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const uint slice0 = _Crest_LodIndex;
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const Cascade cascade = Cascade::MakeAnimatedWaves(slice0);
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const float3 uv = cascade.IDToUV(id.xy);
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const float2 positionWSXZ = cascade.UVToWorld(uv);
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float3 result = 0.0;
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// Disabled for last LOD.
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#if !_DISABLE_COMBINE
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{
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// We are sampling from the target which matches Animated Waves descriptor.
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const Cascade cascade = Cascade::MakeAnimatedWaves(slice0 + 1);
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const float3 uv = cascade.WorldToUV(positionWSXZ);
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// Waves to combine down from the next lod up the chain.
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SampleDisplacementsCompute(_Crest_DynamicWavesTarget, cascade._Resolution, uv, 1.0, result);
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}
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#endif
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{
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// We are sampling from Dynamic Waves.
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const Cascade cascade = Cascade::MakeDynamicWaves(slice0);
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const float3 uv = cascade.WorldToUV(positionWSXZ);
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result += cascade.SampleDynamicWavesDisplacement(uv, _Crest_HorizontalDisplace, _Crest_DisplaceClamp);
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}
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_Crest_DynamicWavesTarget[uint3(id.xy, slice0)] = float4(result, 0.0);
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}
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void ShapeCombineCopyDynamicWaves(uint3 id)
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{
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_Crest_AnimatedWavesTarget[id] += _Crest_DynamicWavesTarget[id];
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}
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m_CrestNameSpaceEnd
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_DISABLE_COMBINE(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_FLOW_ON(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_FLOW_ON_DISABLE_COMBINE(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_DYNAMIC_WAVE_SIM_ON(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_DYNAMIC_WAVE_SIM_ON_DISABLE_COMBINE(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_FLOW_ON_DYNAMIC_WAVE_SIM_ON(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombine_FLOW_ON_DYNAMIC_WAVE_SIM_ON_DISABLE_COMBINE(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineBase(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombineDynamicWaves(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineDynamicWaves(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombineDynamicWaves_DISABLE_COMBINE(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineDynamicWaves(id); }
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[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)] void ShapeCombineCopyDynamicWaves(uint3 id : SV_DispatchThreadID) { m_Crest::ShapeCombineCopyDynamicWaves(id); }
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