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Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Waves/Gerstner/Gerstner.compute
2025-05-10 12:49:47 +08:00

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// Computes a set of patches of waves, one for each scale.
#pragma kernel Gerstner
#include "HLSLSupport.cginc"
#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"
float _Crest_TextureRes;
uint _Crest_FirstCascadeIndex;
struct GerstnerCascadeParams
{
int _StartIndex;
};
StructuredBuffer<GerstnerCascadeParams> _Crest_GerstnerCascadeParams;
struct GerstnerWaveComponent4
{
float4 _TwoPiOverWavelength;
float4 _Amplitude;
float4 _WaveDirectionX;
float4 _WaveDirectionZ;
float4 _Omega;
float4 _Phase;
float4 _ChopAmplitude;
// Waves are generated in pairs, these values are for the second in the pair
float4 _Amplitude2;
float4 _ChopAmplitude2;
float4 _Phase2;
};
StructuredBuffer<GerstnerWaveComponent4> _Crest_GerstnerWaveData;
RWTexture2DArray<float4> _Crest_WaveBuffer;
void ComputeGerstner( float2 worldPosXZ, float worldSize, GerstnerWaveComponent4 data, inout float3 result )
{
// direction
half4 Dx = data._WaveDirectionX;
half4 Dz = data._WaveDirectionZ;
// wave number
half4 k = data._TwoPiOverWavelength;
half4 kx = k * Dx;
half4 kz = k * Dz;
// spatial location
float4 x = kx * worldPosXZ.x + kz * worldPosXZ.y;
// Compute a pair of waves, travelling in opposite directions (see
// sign in front of data._Omega). This matches how FFT wave gen works
// and produces waves that have a time varying amplitude, resulting in
// a more dynamic surface appearance.
half4 resultx, resulty, resultz;
{
half4 angle = x + data._Phase - data._Omega * g_Crest_Time;
half4 sinangle, cosangle;
sincos( angle, sinangle, cosangle );
half4 disp = data._ChopAmplitude * sinangle;
resultx = disp * Dx;
resultz = disp * Dz;
resulty = data._Amplitude * cosangle;
}
{
half4 angle = x + data._Phase2 + data._Omega * g_Crest_Time;
half4 sinangle, cosangle;
sincos( angle, sinangle, cosangle );
half4 disp = data._ChopAmplitude2 * sinangle;
resultx += disp * Dx;
resultz += disp * Dz;
resulty += data._Amplitude2 * cosangle;
}
// sum the vector results
result.x += dot( resultx, 1.0 );
result.y += dot( resulty, 1.0 );
result.z += dot( resultz, 1.0 );
}
[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, 1)]
void Gerstner(uint3 id : SV_DispatchThreadID)
{
const uint cascadeIndex = id.z + _Crest_FirstCascadeIndex;
const float worldSize = 0.5f * (1 << cascadeIndex);
// Each cascade lies on XZ plane and starts from the origin
const float texelWidth = worldSize / _Crest_TextureRes;
const float2 worldPosXZ = (id.xy + 0.5) * texelWidth;
float3 result = 0.0;
const int startIndex = _Crest_GerstnerCascadeParams[cascadeIndex]._StartIndex;
const int endIndex = _Crest_GerstnerCascadeParams[cascadeIndex + 1]._StartIndex;
for( int i = startIndex; i < endIndex; i++ )
{
// Sum up waves from another buffer
ComputeGerstner( worldPosXZ, worldSize, _Crest_GerstnerWaveData[i], result );
}
_Crest_WaveBuffer[uint3(id.xy, cascadeIndex)] = float4(result, 1.0);
}