Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Vertex.hlsl

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HLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// Guard against missing uniforms.
#ifdef SHADERPASS
#define m_Properties(iomod) \
const float3 i_PositionWS, \
const half3 i_Normal, \
const float3 i_ObjectPosition, \
const float3 i_CameraPosition, \
const float i_Time, \
iomod float3 o_PositionWS, \
iomod half3 o_Normal, \
iomod float2 o_UndisplacedXZ, \
iomod float o_LodAlpha, \
iomod half o_WaterLevelOffset, \
iomod half2 o_Flow
// Guard against Shader Graph preview.
#ifndef SHADERGRAPH_PREVIEW
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Shim.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Keywords.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Geometry.hlsl"
#if d_Crest_MotionVectors
#define m_Slice ComputeSlice(_Crest_LodIndex, isMotionVectors ? g_Crest_LodChange : 0, g_Crest_LodCount)
#define m_Make(slice) Make(slice, isMotionVectors)
#else
#define m_Slice _Crest_LodIndex
#define m_Make(slice) Make(slice)
#endif
m_CrestNameSpace
#if !d_Crest_CustomMesh
void Vertex(m_Properties(inout))
{
// Chunk mesh has no normals.
o_Normal = half3(0.0, 1.0, 0.0);
// This will get called twice.
// With current and previous time respectively.
const bool isMotionVectors = i_Time < _Time.y;
const float slice0 = m_Slice;
const float slice1 = slice0 + 1;
const Cascade cascade0 = Cascade::m_Make(slice0);
const Cascade cascade1 = Cascade::m_Make(slice1);
// Vertex snapping and LOD transition.
SnapAndTransitionVertLayout
(
_Crest_ChunkMeshScaleAlpha,
Cascade::Make(_Crest_LodIndex),
_Crest_ChunkGeometryGridWidth,
o_PositionWS,
o_LodAlpha
);
PatchVerticeLayout(i_ObjectPosition.xz, i_CameraPosition.xz, o_PositionWS.xz);
o_UndisplacedXZ = o_PositionWS.xz;
// Calculate sample weights. params.z allows shape to be faded out (used on last lod to support pop-less scale transitions).
const float weight0 = (1.0 - o_LodAlpha) * cascade0._Weight;
const float weight1 = (1.0 - weight0) * cascade1._Weight;
half2 derivatives = 0.0;
// Data that needs to be sampled at the undisplaced position.
if (weight0 > m_CrestSampleLodThreshold)
{
#if d_Crest_MotionVectors
if (isMotionVectors)
{
Cascade::MakeAnimatedWavesSource(slice0).SampleDisplacement(o_UndisplacedXZ, weight0, o_PositionWS);
}
else
#endif
{
Cascade::MakeAnimatedWaves(slice0).SampleDisplacement(o_UndisplacedXZ, weight0, o_PositionWS, derivatives, o_WaterLevelOffset);
}
}
if (weight1 > m_CrestSampleLodThreshold)
{
#if d_Crest_MotionVectors
if (isMotionVectors)
{
Cascade::MakeAnimatedWavesSource(slice1).SampleDisplacement(o_UndisplacedXZ, weight1, o_PositionWS);
}
else
#endif
{
Cascade::MakeAnimatedWaves(slice1).SampleDisplacement(o_UndisplacedXZ, weight1, o_PositionWS, derivatives, o_WaterLevelOffset);
}
}
// Account for water level changes which change angle of water surface, impacting normal.
// true = normalize.
o_Normal.xz += -derivatives;
o_Normal = TransformWorldToObjectNormal(o_Normal, true);
#if d_Crest_FlowLod
// Data that needs to be sampled at the displaced position.
if (weight0 > m_CrestSampleLodThreshold)
{
Cascade::MakeFlow(slice0).SampleFlow(o_UndisplacedXZ, weight0, o_Flow);
}
if (weight1 > m_CrestSampleLodThreshold)
{
Cascade::MakeFlow(slice1).SampleFlow(o_UndisplacedXZ, weight1, o_Flow);
}
#endif // d_Crest_FlowLod
#if d_Crest_MotionVectors
if (isMotionVectors)
{
o_PositionWS.xz -= g_Crest_WaterCenter.xz;
o_PositionWS.xz *= g_Crest_WaterScaleChange;
o_PositionWS.xz += g_Crest_WaterCenter.xz;
o_PositionWS.xz += g_Crest_WaterCenterDelta;
}
#endif
}
#endif
m_CrestNameSpaceEnd
#endif // SHADERGRAPH_PREVIEW
void Vertex_float(m_Properties(out))
{
o_Normal = i_Normal;
o_PositionWS = i_PositionWS;
o_UndisplacedXZ = i_PositionWS.xz;
o_LodAlpha = 0.0;
o_WaterLevelOffset = 0.0;
o_Flow = 0.0;
#if !d_Crest_CustomMesh
#if !SHADERGRAPH_PREVIEW
m_Crest::Vertex
(
i_PositionWS,
i_Normal,
i_ObjectPosition,
i_CameraPosition,
i_Time,
o_PositionWS,
o_Normal,
o_UndisplacedXZ,
o_LodAlpha,
o_WaterLevelOffset,
o_Flow
);
#endif // SHADERGRAPH_PREVIEW
#endif // d_Crest_CustomMesh
}
#undef m_Properties
#endif // SHADERPASS