152 lines
5.3 KiB
HLSL
152 lines
5.3 KiB
HLSL
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef CREST_UNDERWATER_MASK_SHARED_INCLUDED
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#define CREST_UNDERWATER_MASK_SHARED_INCLUDED
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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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// Variable mask for when fog is applied before transparent pass and water tile might be culled.
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half _Crest_MaskBelowSurface;
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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 vertex : 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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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vertex(Attributes v)
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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(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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const Cascade cascade0 = Cascade::Make(_Crest_LodIndex);
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const Cascade cascade1 = Cascade::Make(_Crest_LodIndex + 1);
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float3 worldPos = mul(UNITY_MATRIX_M, float4(v.vertex.xyz, 1.0)).xyz;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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worldPos.xz += _WorldSpaceCameraPos.xz;
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#endif
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// Vertex snapping and lod transition
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float lodAlpha;
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SnapAndTransitionVertLayout(_Crest_ChunkMeshScaleAlpha, cascade0, _Crest_ChunkGeometryGridWidth, worldPos, lodAlpha);
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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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// Scale "epsilon" by distance from zero. There is an issue where overlaps can cause SV_IsFrontFace
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// to be flipped (needs to be investigated). Gaps look bad from above surface, and overlaps look bad
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// from below surface. We want to close gaps without introducing overlaps. A fixed "epsilon" will
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// either not solve gaps at large distances or introduce too many overlaps at small distances. Even
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// with scaling, there are still unsolvable overlaps underwater (especially at large distances).
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// 100,000 (0.00001) is the maximum position before Unity warns the user of precision issues.
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worldPos.xz = lerp(tileCenterXZ, worldPos.xz, lerp(1.0, 1.01, max(cameraPositionXZ.x, cameraPositionXZ.y) * 0.00001));
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}
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// Calculate sample weights. params.z allows shape to be faded out (used on last lod to support pop-less scale transitions)
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const float wt_smallerLod = (1.0 - lodAlpha) * cascade0._Weight;
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const float wt_biggerLod = (1.0 - wt_smallerLod) * cascade1._Weight;
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// Sample displacement textures, add results to current world pos / normal / foam
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const float2 positionWS_XZ_before = worldPos.xz;
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// Data that needs to be sampled at the undisplaced position
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if (wt_smallerLod > m_CrestSampleLodThreshold)
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{
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Cascade::MakeAnimatedWaves(_Crest_LodIndex).SampleDisplacement(positionWS_XZ_before, wt_smallerLod, worldPos);
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}
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if (wt_biggerLod > m_CrestSampleLodThreshold)
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{
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Cascade::MakeAnimatedWaves(_Crest_LodIndex + 1).SampleDisplacement(positionWS_XZ_before, wt_biggerLod, worldPos);
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}
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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worldPos.xz -= _WorldSpaceCameraPos.xz;
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#endif
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output.positionCS = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
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return output;
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}
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half4 Fragment(const Varyings input, const bool i_isFrontFace)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half4 result = 0.0;
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#if (CREST_PORTALS != 0)
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#if !d_Tunnel
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bool masked = false;
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if (m_CrestPortal)
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{
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masked = ApplyVolumeToWaterMask(input.positionCS);
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}
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#endif
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#endif
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if (IsUnderwater(i_isFrontFace, g_Crest_ForceUnderwater))
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{
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result = (half4)_Crest_MaskBelowSurface;
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}
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else
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{
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result = (half4)CREST_MASK_ABOVE_SURFACE;
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}
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#if (CREST_PORTALS != 0)
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#if d_Tunnel
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const float rawFrontFaceZ = LOAD_DEPTH_TEXTURE_X(_Crest_WaterVolumeFrontFaceTexture, input.positionCS.xy);
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const float rawBackFaceZ = LOAD_DEPTH_TEXTURE_X(_Crest_WaterVolumeBackFaceTexture, input.positionCS.xy);
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if (rawFrontFaceZ <= 0.0 && rawBackFaceZ > 0.0)
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{
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result = (half4)CREST_MASK_ABOVE_SURFACE;
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}
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#else
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if (m_CrestPortal)
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{
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result *= masked ? 2 : 1;
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}
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#endif
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#endif
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return 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 // CREST_UNDERWATER_MASK_SHARED_INCLUDED
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