153 lines
4.4 KiB
HLSL
153 lines
4.4 KiB
HLSL
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef d_WaveHarmonic_Crest_Mask
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#define d_WaveHarmonic_Crest_Mask
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Settings.Crest.hlsl"
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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/InputsDriven.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/Helpers.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Geometry.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Depth.hlsl"
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#if (CREST_PORTALS != 0)
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#include "Packages/com.waveharmonic.crest.portals/Runtime/Shaders/Library/Portals.hlsl"
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#endif
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m_CrestNameSpace
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struct Attributes
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{
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// The old unity macros require this name and type.
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float4 positionCS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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#if d_LodInput
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float3 positionWS : TEXCOORD;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vertex(const Attributes i_Input)
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{
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// This will work for all pipelines.
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(i_Input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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const uint slice0 = _Crest_LodIndex;
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const uint slice1 = _Crest_LodIndex + 1;
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const Cascade cascade0 = Cascade::Make(slice0);
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const Cascade cascade1 = Cascade::Make(slice1);
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float3 positionWS = mul(UNITY_MATRIX_M, float4(i_Input.positionCS.xyz, 1.0)).xyz;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xz += _WorldSpaceCameraPos.xz;
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#endif
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float alpha;
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SnapAndTransitionVertLayout(_Crest_ChunkMeshScaleAlpha, cascade0, _Crest_ChunkGeometryGridWidth, positionWS, alpha);
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{
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// Scale up by small "epsilon" to solve numerical issues. Expand slightly about tile center.
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// :WaterGridPrecisionErrors
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float2 tileCenterXZ = UNITY_MATRIX_M._m03_m23;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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tileCenterXZ += _WorldSpaceCameraPos.xz;
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#endif
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const float2 cameraPositionXZ = abs(_WorldSpaceCameraPos.xz);
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positionWS.xz = lerp(tileCenterXZ, positionWS.xz, lerp(1.0, 1.01, max(cameraPositionXZ.x, cameraPositionXZ.y) * 0.00001));
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}
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const float weight0 = (1.0 - alpha) * cascade0._Weight;
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const float weight1 = (1.0 - weight0) * cascade1._Weight;
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const float2 positionXZ = positionWS.xz;
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// Data that needs to be sampled at the undisplaced position.
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if (weight0 > m_CrestSampleLodThreshold)
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{
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Cascade::MakeAnimatedWaves(slice0).SampleDisplacement(positionXZ, weight0, positionWS);
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}
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if (weight1 > m_CrestSampleLodThreshold)
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{
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Cascade::MakeAnimatedWaves(slice1).SampleDisplacement(positionXZ, weight1, positionWS);
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}
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xz -= _WorldSpaceCameraPos.xz;
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#endif
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output.positionCS = mul(UNITY_MATRIX_VP, float4(positionWS, 1.0));
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#if d_LodInput
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output.positionWS = positionWS;
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#endif
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return output;
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}
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half4 Fragment(const Varyings i_Input, const bool i_FrontFace)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i_Input);
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#if d_LodInput
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return half4(i_Input.positionWS.y - g_Crest_WaterCenter.y, 0, 0, 1);
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#endif
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half result = 0.0;
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#if (CREST_PORTALS != 0)
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#if !d_Tunnel
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if (m_CrestPortal)
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{
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Portal::EvaluateMask(i_Input.positionCS);
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}
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#endif
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#endif
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if (IsUnderWater(i_FrontFace, g_Crest_ForceUnderwater))
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{
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result = CREST_MASK_BELOW_SURFACE;
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}
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else
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{
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result = CREST_MASK_ABOVE_SURFACE;
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}
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#if (CREST_PORTALS != 0)
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#if d_Crest_NegativeVolumePass
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result = Portal::FixMaskForNegativeVolume(result, i_Input.positionCS.xy);
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#endif
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#if d_Tunnel
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const float2 positionSS = i_Input.positionCS.xy;
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const float ffz = LOAD_DEPTH_TEXTURE_X(_Crest_PortalFogBeforeTexture, positionSS);
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const float bfz = LOAD_DEPTH_TEXTURE_X(_Crest_PortalFogAfterTexture, positionSS);
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if (ffz <= 0.0 && bfz > 0.0)
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{
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result = CREST_MASK_ABOVE_SURFACE;
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}
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#endif
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#endif
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return (half4)result;
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}
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m_CrestNameSpaceEnd
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m_CrestVertex
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m_CrestFragmentWithFrontFace(half4)
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#endif // d_WaveHarmonic_Crest_Mask
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