Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.shader
2026-01-31 00:32:49 +08:00

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
Shader "Crest/Underwater"
{
Properties
{
_Crest_ExtinctionMultiplier("Density Factor", Range(0, 1)) = 1
_Crest_SunBoost("Sun Boost", Range(0, 100)) = 2
_Crest_OutScatteringFactor("Out-Scattering Factor", Range(0, 1)) = 0.2
_Crest_OutScatteringExtinctionFactor("Out-Scattering Extinction Factor", Range(0, 1)) = 0.2
[Space(10)]
[Toggle(d_Dithering)]
_Crest_DitheringEnabled("Dithering", Integer) = 1
_Crest_DitheringIntensity("Dithering Intensity", Range(0, 10)) = 1
[Header(Advanced)]
[Space(6)]
// This adds an offset to the cascade index when sampling water data, in effect smoothing/blurring it. Default
// to shifting the maximum amount (shift from lod 0 to penultimate lod - dont use last lod as it cross-fades
// data in/out), as more filtering was better in testing.
[CrestIntegerRange]
_Crest_DataSliceOffset("Filter Water Data", Integer) = 13
[HideInInspector]
_Crest_Version("Version", Integer) = 0
[Header(Copied From Water Surface)]
[Space(6)]
[PerRendererData] _Crest_AbsorptionColor("Absorption Color", Color) = (0.3416268, 0.6954546, 0.85, 0.1019608)
[PerRendererData] _Crest_Scattering("Scattering", Color) = (0, 0.09803922, 0.2, 1)
[PerRendererData] _Crest_Anisotropy("Anisotropy", Range(0, 1)) = 0.5
[PerRendererData] _Crest_DirectTerm("Direct Term", Float) = 1
[PerRendererData] _Crest_AmbientTerm("Ambient Term", Float) = 1
[PerRendererData] _Crest_ShadowsAffectsAmbientFactor("Shadows Affects Ambient Factor", Float) = 0.5
// Caustics
[PerRendererData] [ToggleUI] _Crest_CausticsEnabled("Caustics Enabled", Float) = 1
[PerRendererData] [NoScaleOffset] _Crest_CausticsTexture("Caustics Texture", 2D) = "black" {}
[PerRendererData] _Crest_CausticsStrength("Caustics Strength", Range(0, 10)) = 3.2
[PerRendererData] _Crest_CausticsTextureScale("Caustics Scale", Range(0.01, 100)) = 50
[PerRendererData] _Crest_CausticsScrollSpeed("Caustics Scroll Speed", Range(0, 10)) = 1
[PerRendererData] _Crest_CausticsTextureAverage("Caustics Grey Point", Range(0, 1)) = 0.07
[PerRendererData] _Crest_CausticsFocalDepth("Caustics Focal Depth", Range(0, 25)) = 2
[PerRendererData] _Crest_CausticsDepthOfField("Caustics Depth of Field", Range(0.01, 10)) = 6
[PerRendererData] [NoScaleOffset] _Crest_CausticsDistortionTexture("Caustics Distortion Texture", 2D) = "grey" {}
[PerRendererData] _Crest_CausticsDistortionStrength("Caustics Distortion Strength", Range(0, 0.25)) = 0.16
[PerRendererData] _Crest_CausticsDistortionScale("Caustics Distortion Scale", Range(0.01, 1000)) = 250
[PerRendererData] _Crest_CausticsMotionBlur("Caustics Motion Blur", Range(0, 10)) = 1
[PerRendererData] [Toggle(_CREST_FLOW_LOD)] _CREST_FLOW_LOD("Flow Enabled", Float) = 0
}
HLSLINCLUDE
#pragma vertex Vertex
// #pragma enable_d3d11_debug_symbols
// Also on the water shader.
#pragma multi_compile_local_fragment __ _CREST_FLOW_LOD
#pragma shader_feature_local_fragment __ d_Dithering
// NOTE: FragmentPlanarReflections do not need these.
// Whether to skip mask and/or depth sampling.
#pragma multi_compile_local_fragment __ d_Crest_NoMaskColor
#pragma multi_compile_local_fragment __ d_Crest_NoMaskDepth
#pragma multi_compile_local_fragment __ _DEBUG_VISUALIZE_MASK
#pragma multi_compile_local_fragment __ _DEBUG_VISUALIZE_STENCIL
ENDHLSL
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.high-definition"
}
Tags { "RenderPipeline"="HDRenderPipeline" }
Blend Off
Cull Off
ZTest Always
ZWrite Off
Pass
{
Name "Full Screen"
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
Name "Reflection"
HLSLPROGRAM
#define CREST_REFLECTION 1
#include_with_pragmas "UnderwaterHDRP.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment FragmentPlanarReflections
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face (Fly-Through)"
Cull Back
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp Always
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
// Back face will only render if view is within the volume and there is no scene in front. It will only add
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// fog to the back face (and in effect anything behind it). No caustics.
Name "Fog Before (Fly-Through)"
Cull Front
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp NotEqual
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// When inside a volume, this pass will render to the scene within the volume.
Name "Full Screen (Fly-Through)"
Stencil
{
// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
// handle all of the scene within the geometry once the camera is within the volume.
// 0 = Outside of geometry as neither face passes have touched it.
// 1 = Only back face z failed which means scene is in front of back face but not front face.
// 2 = Both front and back face z failed which means outside geometry.
Ref 1
Comp Equal
Pass Replace
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#define d_Crest_Portal 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Full Screen (Negative)"
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_PortalNegativeVolume 1
#define d_Crest_PortalWithBackFace 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Fog After (Negative)"
Cull Front
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterHDRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
// Needs custom otherwise it will overwrite the fog before.
#define d_Crest_CustomColorTexture 1
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal"
}
Tags { "RenderPipeline"="UniversalPipeline" }
Blend Off
Cull Off
ZTest Always
ZWrite Off
Pass
{
Name "Full Screen"
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
Name "Reflection"
HLSLPROGRAM
#define CREST_REFLECTION 1
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment FragmentPlanarReflections
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face (Fly-Through)"
Cull Back
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp Always
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
// Back face will only render if view is within the volume and there is no scene in front. It will only add
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// fog to the back face (and in effect anything behind it). No caustics.
Name "Fog Before (Fly-Through)"
Cull Front
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp NotEqual
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// When inside a volume, this pass will render to the scene within the volume.
Name "Full Screen (Fly-Through)"
Stencil
{
// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
// handle all of the scene within the geometry once the camera is within the volume.
// 0 = Outside of geometry as neither face passes have touched it.
// 1 = Only back face z failed which means scene is in front of back face but not front face.
// 2 = Both front and back face z failed which means outside geometry.
Ref 1
Comp Equal
Pass Replace
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#define d_Crest_Portal 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Full Screen (Negative)"
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#define d_Crest_Portal 1
#define d_Crest_PortalNegativeVolume 1
#define d_Crest_PortalWithBackFace 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Fog After (Negative)"
Cull Front
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterURP.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
// Needs custom otherwise it will overwrite the fog before.
#define d_Crest_CustomColorTexture 1
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
}
SubShader
{
Blend Off
Cull Off
ZTest Always
ZWrite Off
Pass
{
Name "Full Screen"
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
Name "Reflection"
HLSLPROGRAM
#define CREST_REFLECTION 1
#include_with_pragmas "UnderwaterBIRP.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment FragmentPlanarReflections
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face"
Cull Back
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// Only adds fog to the front face and in effect anything behind it.
Name "Fog After To Back-Face (Fly-Through)"
Cull Back
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp Always
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_PortalWithBackFace 1
#define d_Crest_FogAfter 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
// Back face will only render if view is within the volume and there is no scene in front. It will only add
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// fog to the back face (and in effect anything behind it). No caustics.
Name "Fog Before (Fly-Through)"
Cull Front
ZTest LEqual
Stencil
{
// Must match k_StencilValueVolume in:
// Portals.cs
Ref 5
Comp NotEqual
Pass Replace
ZFail IncrSat
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
// When inside a volume, this pass will render to the scene within the volume.
Name "Full Screen (Fly-Through)"
Stencil
{
// We want to render over the scene that's inside the volume, but not over already fogged areas. It will
// handle all of the scene within the geometry once the camera is within the volume.
// 0 = Outside of geometry as neither face passes have touched it.
// 1 = Only back face z failed which means scene is in front of back face but not front face.
// 2 = Both front and back face z failed which means outside geometry.
Ref 1
Comp Equal
Pass Replace
}
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#define d_Crest_Portal 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Full Screen (Negative)"
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#define d_Crest_Portal 1
#define d_Crest_PortalNegativeVolume 1
#define d_Crest_PortalWithBackFace 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
Pass
{
PackageRequirements
{
"com.waveharmonic.crest.portals"
}
Name "Fog After (Negative)"
Cull Front
ZTest LEqual
HLSLPROGRAM
#include_with_pragmas "UnderwaterBIRP.hlsl"
#pragma multi_compile_local _ d_Crest_ComputeMask
// Needs custom otherwise it will overwrite the fog before.
#define d_Crest_CustomColorTexture 1
#define d_Crest_Portal 1
#define d_Crest_Geometry 1
#define d_Crest_FogBefore 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
#pragma fragment Fragment
ENDHLSL
}
}
CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
}