126 lines
5.0 KiB
HLSL
126 lines
5.0 KiB
HLSL
// Crest Water System
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// Copyright (c) 2016 Unity Technologies
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy of
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// this software and associated documentation files (the "Software"), to deal in
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// the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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// of the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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// Screen-space shadow helpers.
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// Taken and adapted from:
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// 2020.3.12f1/DefaultResourcesExtra/Internal-ScreenSpaceShadows.shader
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// Main changes is that now only world position is required. Specialised for the shadow LOD data.
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// Add multi_compile_shadowcollector pragma to get SHADOWS_SPLIT_SPHERES and SHADOWS_SINGLE_CASCADE.
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// https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html
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// SHADOWS_SCREEN + SHADOWS_CUBE will never be triggered for transparency, but
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// Unity still compiles the variant which causes compiler errors.
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#if defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SHADERGRAPH_PREVIEW) && !defined(SHADOWS_SCREEN) && !defined(SHADOWS_CUBE)
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#define d_Crest_ReceiveShadowsTransparent 1
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#endif
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#if d_Crest_ReceiveShadowsTransparent
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#include "UnityShadowLibrary.cginc"
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#ifndef SHADOWMAPSAMPLER_DEFINED
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UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
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#define SHADOWMAPSAMPLER_DEFINED
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#ifndef SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
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float4 _ShadowMapTexture_TexelSize;
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#define SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
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#endif
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#endif
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//
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// Keywords based defines
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//
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#if defined (SHADOWS_SPLIT_SPHERES)
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#define GET_CASCADE_WEIGHTS(wpos) getCascadeWeights_splitSpheres(wpos)
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#else
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#define GET_CASCADE_WEIGHTS(wpos) getCascadeWeights(wpos)
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#endif
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#if defined (SHADOWS_SINGLE_CASCADE)
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#define GET_SHADOW_COORDINATES(wpos) getShadowCoord_SingleCascade(wpos)
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#else
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#define GET_SHADOW_COORDINATES(wpos) getShadowCoord(wpos)
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#endif
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/**
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* Gets the cascade weights based on the world position of the fragment.
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* Returns a float4 with only one component set that corresponds to the appropriate cascade.
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*/
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inline fixed4 getCascadeWeights(float3 wpos)
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{
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// Calculate depth. Normally this would be depth from the depth buffer.
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float z = dot(wpos - _WorldSpaceCameraPos.xyz, unity_CameraToWorld._m02_m12_m22);
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fixed4 zNear = float4( z >= _LightSplitsNear );
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fixed4 zFar = float4( z < _LightSplitsFar );
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fixed4 weights = zNear * zFar;
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return weights;
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}
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/**
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* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade.
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* Returns a float4 with only one component set that corresponds to the appropriate cascade.
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*/
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inline fixed4 getCascadeWeights_splitSpheres(float3 wpos)
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{
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float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
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fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return weights;
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}
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/**
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* Returns the shadowmap coordinates for the given fragment based on the world position and z-depth.
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* These coordinates belong to the shadowmap atlas that contains the maps for all cascades.
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*/
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inline float4 getShadowCoord(float4 wpos)
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{
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fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(wpos.xyz);
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float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
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float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
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float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
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float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
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float4 shadowMapCoordinate = float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
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#if defined(UNITY_REVERSED_Z)
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float noCascadeWeights = 1 - dot(cascadeWeights, float4(1, 1, 1, 1));
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shadowMapCoordinate.z += noCascadeWeights;
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#endif
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return shadowMapCoordinate;
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}
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/**
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* Same as the getShadowCoord; but optimized for single cascade
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*/
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inline float4 getShadowCoord_SingleCascade( float4 wpos )
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{
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return float4(mul(unity_WorldToShadow[0], wpos).xyz, 0);
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}
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#endif // d_Crest_ReceiveShadowsTransparent
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