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

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4.0 KiB
HLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#ifndef CREST_WATER_NORMAL_H
#define CREST_WATER_NORMAL_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/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
// These are per cascade, set per chunk instance.
float _Crest_ChunkFarNormalsWeight;
float2 _Crest_ChunkNormalScrollSpeed;
m_CrestNameSpace
half2 SampleNormalMaps
(
const TiledTexture i_NormalMap,
const half i_Strength,
const float2 i_UndisplacedXZ,
const float i_LodAlpha,
const Cascade i_CascadeData
)
{
float2 worldXZUndisplaced = i_UndisplacedXZ;
#if (CREST_SHIFTING_ORIGIN != 0)
// Apply tiled floating origin offset. Always needed.
worldXZUndisplaced -= ShiftingOriginOffset(i_NormalMap, i_CascadeData);
#endif
const float2 v0 = float2(0.94, 0.34), v1 = float2(-0.85, -0.53);
float scale = i_NormalMap._scale * i_CascadeData._Scale / 10.0;
const float spdmulL = _Crest_ChunkNormalScrollSpeed.x * i_NormalMap._speed;
half2 norm =
UnpackNormal(i_NormalMap.Sample((worldXZUndisplaced + v0 * g_Crest_Time * spdmulL) / scale)).xy +
UnpackNormal(i_NormalMap.Sample((worldXZUndisplaced + v1 * g_Crest_Time * spdmulL) / scale)).xy;
// blend in next higher scale of normals to obtain continuity
const half nblend = i_LodAlpha * _Crest_ChunkFarNormalsWeight;
if (nblend > 0.001)
{
// next lod level
scale *= 2.0;
const float spdmulH = _Crest_ChunkNormalScrollSpeed.y * i_NormalMap._speed;
norm = lerp(norm,
UnpackNormal(i_NormalMap.Sample((worldXZUndisplaced + v0 * g_Crest_Time * spdmulH) / scale)).xy +
UnpackNormal(i_NormalMap.Sample((worldXZUndisplaced + v1 * g_Crest_Time * spdmulH) / scale)).xy,
nblend);
}
// approximate combine of normals. would be better if normals applied in local frame.
return i_Strength * norm;
}
half2 SampleNormalMaps
(
const Flow i_Flow,
const TiledTexture i_NormalMap,
const half i_Strength,
const float2 i_UndisplacedXZ,
const float i_LodAlpha,
const Cascade i_CascadeData
)
{
return SampleNormalMaps
(
i_NormalMap,
i_Strength,
i_UndisplacedXZ - i_Flow._Flow * (i_Flow._Offset0 - i_Flow._Period * 0.5),
i_LodAlpha,
i_CascadeData
) * i_Flow._Weight0 + SampleNormalMaps
(
i_NormalMap,
i_Strength,
i_UndisplacedXZ - i_Flow._Flow * (i_Flow._Offset1 - i_Flow._Period * 0.5),
i_LodAlpha,
i_CascadeData
) * i_Flow._Weight1;
}
void WaterNormal
(
const float2 i_WaterLevelDerivatives,
const half3 i_ViewDirectionWS,
const half i_MinimumReflectionDirectionY,
const bool i_Underwater,
inout half3 io_NormalWS
)
{
// Account for water level changes which change angle of water surface, impacting normal.
io_NormalWS.xz += -i_WaterLevelDerivatives;
// Finalise normal
io_NormalWS = normalize(io_NormalWS);
if (i_Underwater)
{
return;
}
// Limit how close to horizontal reflection ray can get, useful to avoid unsightly below-horizon reflections.
{
float3 refl = reflect(-i_ViewDirectionWS, io_NormalWS);
if (refl.y < i_MinimumReflectionDirectionY)
{
// Find the normal that keeps the reflection direction above the horizon. Compute
// the reflection dir that does work, normalize it, and then normal is half vector
// between this good reflection direction and view direction.
float3 FL = refl;
FL.y = i_MinimumReflectionDirectionY;
FL = normalize(FL);
io_NormalWS = normalize(FL + i_ViewDirectionWS);
}
}
}
m_CrestNameSpaceEnd
#endif