333 lines
10 KiB
HLSL
333 lines
10 KiB
HLSL
#ifndef KWS_SHARED_API_INCLUDED
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#define KWS_SHARED_API_INCLUDED
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#ifndef SHADERGRAPH_PREVIEW
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#ifndef KWS_WATER_VERT_FRAG
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#include "../PlatformSpecific/Includes/KWS_VertFragIncludes.cginc"
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#endif
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#endif
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inline float3 GetWaterSurfaceCollisionForQuadParticlesAquarium(float3 vertex, float3 center, float levelOffset)
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{
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#ifdef SHADERGRAPH_PREVIEW
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return vertex;
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#else
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float waterLevel = KWS_ParticlesPos.y + levelOffset;
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float3 waterDisplacement = GetFftWavesDisplacement(vertex);
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//vertex.xyz += ComputeExtrudeMask(vertex);
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float3 quadOffset = vertex.xyz - center.xyz;
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float quadOffsetLength = length(quadOffset);
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float currentOffset = 0;
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float currentScale = 1;
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if (center.y > waterLevel - quadOffsetLength)
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{
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center.y = waterLevel + waterDisplacement.y - quadOffsetLength;
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vertex = center.xyz + quadOffset;
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}
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return vertex;
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#endif
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}
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inline float3 GetWaterSurfaceCollisionForQuadParticles(float3 vertex, float3 center)
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{
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#ifdef SHADERGRAPH_PREVIEW
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return vertex;
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#else
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float4 screenPos = ComputeScreenPos(ObjectToClipPos(float4(vertex, 1)));
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float2 screenUV = screenPos.xy / screenPos.w;
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bool underwaterMask = GetUnderwaterMask(GetWaterMask(screenUV));
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//if (!underwaterMask)
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//{
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//vertex = NAN_VALUE;
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//return vertex;
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//}
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//vertex.y += ComputeExtrudeMask(vertex).y * 0.5;
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float3 waterDisplacement = GetFftWavesDisplacement(vertex);
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float3 quadOffset = vertex.xyz - center.xyz;
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float quadOffsetLength = length(quadOffset);
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WaterOffsetData waterData = ComputeWaterOffset(vertex);
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float surfaceLevel = KWS_WaterLevel + waterData.offset.y;
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if (center.y > surfaceLevel - quadOffsetLength)
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{
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center.y = surfaceLevel - quadOffsetLength;
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vertex = center.xyz + quadOffset;
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}
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return vertex;
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#endif
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}
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inline void GetWetnessData(float2 screenUV, float2 uv, float sceneDepth, out float3 diffuseColor, out float wetMap, out float occlusion, out float smoothness, out float metallic)
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{
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diffuseColor = float3(0, 0, 0);
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wetMap = 0;
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occlusion = 0;
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smoothness = 0;
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metallic = 0;
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#ifdef SHADERGRAPH_PREVIEW
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#else
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float depth = sceneDepth;
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float3 worldPos = GetWorldSpacePositionFromDepth(screenUV, depth);
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float waterLevel = KWS_WaterLevel;
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float waterLevelMaxLevelFade = KWS_Pow2(KWS_WindSpeed / KWS_MAX_WIND_SPEED) * 20 + 1;
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float borderFade = 0;
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float colorOverrideStrength = 0;
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float reflectionStrength = 1.0;
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float underwaterFade = 1.0;
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#if defined(KWS_USE_LOCAL_WATER_ZONES)
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uint zoneIndexOffset_local = 0;
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uint zoneIndexCount_local = 0;
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bool isLocalWaterZone = GetTileRange_LocalZone(worldPos, zoneIndexOffset_local, zoneIndexCount_local);
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if (isLocalWaterZone)
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{
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float offsetBlending = 0;
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float maxHeightOffset = -100000;
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for (uint zoneIndex = zoneIndexOffset_local; zoneIndex < zoneIndexCount_local; zoneIndex++)
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{
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LocalZoneData zone = (LocalZoneData)0;
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if (GetWaterZone_LocalZone(worldPos, zoneIndex, zone))
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{
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if (zone.overrideHeight > 0.5 && zone.clipWaterBelowZone)
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{
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float2 distanceToBox = abs(mul((worldPos.xz - zone.center.xz), zone.rotationMatrix)) / zone.halfSize.xz;
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float distanceToBorder = max(distanceToBox.x, distanceToBox.y);
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float zoneMinHeight = zone.center.y - zone.halfSize.y;
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if (distanceToBorder < 1.1 && worldPos.y < zoneMinHeight && worldPos.y > KWS_WaterLevel) discard;
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}
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if (zone.overrideHeight > 0.5)
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{
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float currentHeightOffset = zone.center.y + zone.halfSize.y - KWS_WaterLevel;
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float heightFade = GetLocalWaterZoneSphereBlendFactor(zone.uv, zone.heightEdgeBlending);
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maxHeightOffset = max(maxHeightOffset, currentHeightOffset);
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offsetBlending = lerp(heightFade, 1, KWS_Pow20(zone.heightEdgeBlending));
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}
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}
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}
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waterLevel += lerp(0, maxHeightOffset, offsetBlending);
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}
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#endif
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if (worldPos.y < waterLevel + waterLevelMaxLevelFade) wetMap = clamp(waterLevel - worldPos.y + waterLevelMaxLevelFade, 0, 1) * 1;
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#if defined(KWS_USE_DYNAMIC_WAVES) || defined(KWS_USE_COLORED_DYNAMIC_WAVES)
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float distanceToCamera = GetWorldToCameraDistance(worldPos);
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float3 dynamicWavesMapUV = GetDynamicWavesMapUV(worldPos, distanceToCamera);
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if (!IsOutsideUvBorders(dynamicWavesMapUV.xy))
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{
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float4 dynamicWaves = GetDynamicWavesMapBicubic(dynamicWavesMapUV);
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DynamicWavesAdditionalData additionalData = GetDynamicWavesAdditionalMapBicubic(dynamicWavesMapUV);
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DynamicWavesWetData wetData = GetDynamicWavesWetMapBicubic(dynamicWavesMapUV);
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ZoneData zone = KWS_ZoneData[additionalData.zoneID];
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float worldHeight = DecodeDynamicWavesHeight(wetData.wetMapDepth, zone.center, zone.halfSize * 2);
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float maxWetLevel = KWS_WetLevel;
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float currentHeight = dynamicWaves.z + worldHeight;
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float wetFadeByHeight = 1 - saturate(worldPos.y - currentHeight - maxWetLevel);
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currentHeight = dynamicWaves.z + dynamicWaves.w + KWS_WaterLevel;
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underwaterFade *= saturate(worldPos.y - currentHeight + 1);
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borderFade = saturate(borderFade + additionalData.zoneFade);
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wetMap = max(wetMap, wetData.wetMask * wetFadeByHeight);
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#if defined(KWS_USE_COLORED_DYNAMIC_WAVES)
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float4 zoneColorData = GetDynamicWavesColorMap(dynamicWavesMapUV);
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float colorTransparencyFactor = (dot(zoneColorData.rgb, 0.33));
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zoneColorData.a = lerp(zoneColorData.a, 0, colorTransparencyFactor);
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zoneColorData.rgb = lerp(zoneColorData.rgb, zoneColorData.rgb * 0.35, saturate(zoneColorData.a * zoneColorData.a + zoneColorData.a * 2));
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zoneColorData.a = saturate(zoneColorData.a * 2);
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zoneColorData.a *= 1 - saturate((KWS_WaterLevel - 1 - worldPos.y) / (DYNAMIC_WAVE_COLOR_MAX_TRANSPARENT * 2));
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colorOverrideStrength = max(colorOverrideStrength, zoneColorData.a * 3);
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diffuseColor.rgb = lerp(diffuseColor.rgb, zoneColorData.rgb, zoneColorData.a);
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#endif
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}
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#endif
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#ifdef KWS_USE_ZONE_INSTANCE
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float4 dynamicWaves = GetDynamicWavesZone(uv);
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float4 dynamicWavesAdditionalData = GetDynamicWavesZoneAdditionalDataBicubic(uv); //(wetmap, shoreline mask, foam mask, wetDepth)
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float zoneFade = GetDynamicWavesBorderFading(uv);
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float worldHeight = DecodeDynamicWavesHeight(dynamicWavesAdditionalData.w);
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float maxWetLevel = KWS_WetLevel;
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float currentHeight = dynamicWaves.z + worldHeight;
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float wetFadeByHeight = 1 - saturate(saturate(worldPos.y - currentHeight) * 5);
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currentHeight = dynamicWaves.z + dynamicWaves.w + KWS_WaterLevel;
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underwaterFade *= saturate(worldPos.y - currentHeight + 1);
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borderFade = saturate(borderFade + zoneFade);
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wetMap = max(wetMap, dynamicWavesAdditionalData.x * wetFadeByHeight);
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//float waterZEye = LinearEyeDepthUniversal(GetWaterDepth(screenUV));
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//float waterFade = 1-saturate((waterZEye - LinearEyeDepthUniversal(sceneDepth)) * 2);
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//wetMap *= waterFade;
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#if defined(KWS_USE_COLORED_DYNAMIC_WAVES)
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float4 zoneColorData = GetDynamicWavesZoneColorData(uv);
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float colorTransparencyFactor = (dot(zoneColorData.rgb, 0.33));
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zoneColorData.a = lerp(zoneColorData.a, 0, colorTransparencyFactor);
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zoneColorData.rgb = lerp(zoneColorData.rgb, zoneColorData.rgb * 0.35, saturate(zoneColorData.a * zoneColorData.a + zoneColorData.a * 2));
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zoneColorData.a = saturate(zoneColorData.a * 2);
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zoneColorData.a *= 1 - saturate((KWS_WaterLevel - 1 - worldPos.y) / (DYNAMIC_WAVE_COLOR_MAX_TRANSPARENT * 2));
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colorOverrideStrength = max(colorOverrideStrength, zoneColorData.a * 3);
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diffuseColor.rgb = lerp(diffuseColor.rgb, zoneColorData.rgb, zoneColorData.a);
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#endif
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#endif
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#if defined(KWS_URP) || defined(KWS_HDRP)
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reflectionStrength *= lerp(0.4, 0.85, underwaterFade);
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#endif
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wetMap = wetMap * lerp((1-KWS_Pow5(1-borderFade)), 1, KWS_RenderOcean);
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if (wetMap < 0.001) discard;
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occlusion = saturate(wetMap * 0.7 * KWS_WetStrength);
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smoothness = saturate(wetMap * reflectionStrength * (1 - KWS_Pow2(1 - KWS_WetStrength)));
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metallic = saturate(wetMap * 0.65) + colorOverrideStrength;
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#endif
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}
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////////////////////////////// shadergraph support /////////////////////////////////////////////////////////////////////
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inline void GetDecalVertexOffset_float(float3 worldPos, float displacement, out float3 result)
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{
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#ifdef SHADERGRAPH_PREVIEW
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result = 0;
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#else
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worldPos.y = KWS_WaterLevel;
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WaterOffsetData waterData = ComputeWaterOffset(worldPos);
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result = worldPos + waterData.offset;
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#endif
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}
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inline void GetDecalDepthTest_float(float4 screenPos, out float result)
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{
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#ifdef SHADERGRAPH_PREVIEW
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result = 1;
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#else
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float sceneDepth = GetSceneDepth(screenPos.xy / screenPos.w);
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result = LinearEyeDepthUniversal(sceneDepth) > LinearEyeDepthUniversal(screenPos.z / screenPos.w);
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#endif
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}
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inline void TileWarpParticlesOffsetXZ_float(float3 vertex, float3 center, out float3 result)
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{
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#ifdef SHADERGRAPH_PREVIEW
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result = 1;
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#else
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result = TileWarpParticlesOffsetXZ(vertex, center);
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#endif
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}
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inline void GetWaterSurfaceCollisionForQuadParticles_float(float3 vertex, float3 center, out float3 result)
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{
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result = GetWaterSurfaceCollisionForQuadParticles(vertex, center);
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}
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inline void GetWaterSurfaceCollisionForQuadParticlesAquarium_float(float3 vertex, float3 center, float levelOffset, out float3 result)
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{
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result = GetWaterSurfaceCollisionForQuadParticlesAquarium(vertex, center, levelOffset);
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}
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void GetDynamicWavesFoamParticlesVertexPosition_float(uint instanceID, uint vertexID, out float3 vertex, out float2 uv) //shadergraph function
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{
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#ifdef SHADERGRAPH_PREVIEW
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vertex = 1;
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uv = 1;
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#else
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vertex = 1;
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uv = 1;
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#endif
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}
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void GetWetnessData_float(float2 screenUV, float2 uv, float sceneDepth, out float3 diffuseColor, out float wetMap, out float occlusion, out float smoothness, out float metallic) //shadergraph function
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{
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#ifdef SHADERGRAPH_PREVIEW
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diffuseColor = float3(0, 0, 0);
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wetMap = 1;
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occlusion = 0;
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smoothness = 0;
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metallic = 0;
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#else
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GetWetnessData(screenUV, uv, sceneDepth, diffuseColor, wetMap, occlusion, smoothness, metallic);
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#endif
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#endif |