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

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3.4 KiB
HLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// d_WaterLevelDisplacementOnly
// d_RequirePositionWS
// d_RequireUndisplacedXZ
#ifndef d_WaveHarmonic_Crest_LibraryVertexSurface
#define d_WaveHarmonic_Crest_LibraryVertexSurface
#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/Constants.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.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/Cascade.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Geometry.hlsl"
m_CrestNameSpace
struct Attributes
{
float3 _PositionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 _PositionCS : SV_POSITION;
#if d_RequirePositionWS
float3 _PositionWS : TEXCOORD;
#endif
#if d_RequireUndisplacedXZ
float2 _UndispacedPositionXZ : TEXCOORD1;
#endif
#if d_RequireLodAlpha
float _LodAlpha : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vertex(const Attributes i_Input)
{
// This will work for all pipelines.
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(i_Input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
const uint slice0 = _Crest_LodIndex;
const uint slice1 = slice0 + 1;
const Cascade cascade0 = Cascade::Make(slice0);
const Cascade cascade1 = Cascade::Make(slice1);
float3 positionWS = mul(UNITY_MATRIX_M, float4(i_Input._PositionOS, 1.0)).xyz;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS.xz += _WorldSpaceCameraPos.xz;
#endif
float alpha;
SnapAndTransitionVertLayout(_Crest_ChunkMeshScaleAlpha, cascade0, _Crest_ChunkGeometryGridWidth, positionWS, alpha);
{
float2 center = UNITY_MATRIX_M._m03_m23;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
center += _WorldSpaceCameraPos.xz;
#endif
PatchVerticeLayout(center, _WorldSpaceCameraPos.xz, positionWS.xz);
}
const float weight0 = (1.0 - alpha) * cascade0._Weight;
const float weight1 = (1.0 - weight0) * cascade1._Weight;
const float2 undisplaced = positionWS.xz;
float4 displacement = 0.0;
// Data that needs to be sampled at the undisplaced position.
if (weight0 > m_CrestSampleLodThreshold)
{
Cascade::MakeAnimatedWaves(slice0).SampleAnimatedWaves(undisplaced, weight0, displacement);
}
if (weight1 > m_CrestSampleLodThreshold)
{
Cascade::MakeAnimatedWaves(slice1).SampleAnimatedWaves(undisplaced, weight1, displacement);
}
#if !d_WaterLevelDisplacementOnly
positionWS += displacement.xyz;
#endif
positionWS.y += displacement.w;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS.xz -= _WorldSpaceCameraPos.xz;
#endif
output._PositionCS = mul(UNITY_MATRIX_VP, float4(positionWS, 1.0));
#if d_RequirePositionWS
output._PositionWS = positionWS;
#endif
#if d_RequireUndisplacedXZ
output._UndispacedPositionXZ = undisplaced;
#endif
#if d_RequireLodAlpha
output._LodAlpha = alpha;
#endif
return output;
}
m_CrestNameSpaceEnd
#endif // d_WaveHarmonic_Crest_LibraryVertexSurface