158 lines
5.1 KiB
Plaintext
158 lines
5.1 KiB
Plaintext
// Crest Water System
|
|
// Copyright © 2024 Wave Harmonic. All rights reserved.
|
|
|
|
#pragma exclude_renderers glcore gles3
|
|
|
|
#pragma kernel CrestShapeCombineAnimatedWaves
|
|
#pragma kernel CrestShapeCopyAnimatedWaves
|
|
#pragma kernel CrestShapeCombineDynamicWaves d_CombineDynamicWaves
|
|
|
|
#pragma multi_compile_local _ d_Combine
|
|
#pragma multi_compile_local _ d_DynamicWaves
|
|
#pragma multi_compile_local _ d_Flow
|
|
|
|
#if d_CombineDynamicWaves
|
|
#define d_DynamicWaves 1
|
|
#endif
|
|
|
|
#include "HLSLSupport.cginc"
|
|
|
|
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
|
|
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Constants.hlsl"
|
|
#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/Cascade.hlsl"
|
|
|
|
float _Crest_HorizontalDisplace;
|
|
float _Crest_DisplaceClamp;
|
|
|
|
Texture2DArray _Crest_WaveBuffer;
|
|
RWTexture2DArray<float4> _Crest_Target;
|
|
|
|
m_CrestNameSpace
|
|
|
|
#if d_Flow
|
|
void Flow(const float texel, out float2 offsets, out float2 weights)
|
|
{
|
|
const float period = max(3.0 * texel, 1.0);
|
|
const float half_period = period / 2.0;
|
|
offsets = fmod(float2(g_Crest_Time, g_Crest_Time + half_period), period);
|
|
weights.x = offsets.x / half_period;
|
|
if (weights.x > 1.0) weights.x = 2.0 - weights.x;
|
|
weights.y = 1.0 - weights.x;
|
|
}
|
|
#endif
|
|
|
|
#if d_Combine
|
|
void SampleDisplacementsCompute(
|
|
in RWTexture2DArray<float4> i_dispSampler,
|
|
in float i_resolution, in float3 i_uv_slice,
|
|
in float i_wt, inout float3 io_worldPos
|
|
) {
|
|
// NOTE: We have to roll our own bilinear filter in Compute shaders when
|
|
// reading from a RWTexture. The documentation below explains how SRV
|
|
// and UAV mappings of the same texture cannot exist at the same time.
|
|
// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/sm5-object-rwtexture2d
|
|
|
|
// Convert from UV to coordinates
|
|
const float2 pixelCoord = i_uv_slice.xy * i_resolution;
|
|
|
|
// Make relative to pixel centers
|
|
float2 pixelCoordCenters = pixelCoord - 0.5;
|
|
|
|
// Clamp from below and above (desired?)
|
|
pixelCoordCenters = clamp(pixelCoordCenters, 0.0, i_resolution - 1.0);
|
|
|
|
// Compute integral and fractional parts
|
|
const uint2 pixelCoordCentersBotLeft = floor(pixelCoordCenters);
|
|
const uint sliceIndex = i_uv_slice.z;
|
|
const float2 pixelCoordCentersFrac = frac(pixelCoordCenters);
|
|
|
|
const half4 dataBotLeft = i_dispSampler[uint3(pixelCoordCentersBotLeft, sliceIndex)];
|
|
const half4 dataBotRight = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(1, 0), sliceIndex)];
|
|
const half4 dataTopLeft = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(0, 1), sliceIndex)];
|
|
const half4 dataTopRight = i_dispSampler[uint3(pixelCoordCentersBotLeft + uint2(1, 1), sliceIndex)];
|
|
|
|
const float4 dataLerped = lerp(
|
|
lerp(dataBotLeft, dataBotRight, pixelCoordCentersFrac.x),
|
|
lerp(dataTopLeft, dataTopRight, pixelCoordCentersFrac.x),
|
|
pixelCoordCentersFrac.y
|
|
);
|
|
|
|
io_worldPos += i_wt * dataLerped.xyz;
|
|
}
|
|
#endif
|
|
|
|
void ShapeCombine(uint3 id)
|
|
{
|
|
const uint slice0 = id.z;
|
|
const Cascade cascade = Cascade::MakeAnimatedWaves(slice0);
|
|
|
|
const float3 uv = cascade.IDToUV(id.xy);
|
|
const float2 positionWSXZ = cascade.UVToWorld(uv);
|
|
|
|
float3 result = 0.0;
|
|
|
|
#if !d_CombineDynamicWaves
|
|
// Sample in waves for this cascade.
|
|
{
|
|
#if d_Flow
|
|
const half2 flow = Cascade::MakeFlow(slice0).SampleFlow(positionWSXZ);
|
|
|
|
float2 offsets, weights;
|
|
Flow(cascade._Texel, offsets, weights);
|
|
|
|
result += cascade.SampleAnimatedWavesOverflow(_Crest_WaveBuffer, positionWSXZ - offsets.x * flow, 1.0).xyz * weights.x;
|
|
result += cascade.SampleAnimatedWavesOverflow(_Crest_WaveBuffer, positionWSXZ - offsets.y * flow, 1.0).xyz * weights.y;
|
|
#else
|
|
result += _Crest_WaveBuffer[id].xyz;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
// Disabled for last LOD.
|
|
#if d_Combine
|
|
{
|
|
const Cascade cascade = Cascade::MakeAnimatedWaves(slice0 + 1);
|
|
// Sample the shape 1 texture at this world position.
|
|
const float3 uv = cascade.WorldToUV(positionWSXZ);
|
|
// Waves to combine down from the next lod up the chain.
|
|
SampleDisplacementsCompute(_Crest_Target, cascade._Resolution, uv, 1.0, result);
|
|
}
|
|
#endif
|
|
|
|
#if d_DynamicWaves
|
|
{
|
|
// Convert dynamic wave sim to displacements.
|
|
result += Cascade::MakeDynamicWaves(slice0)
|
|
.SampleDynamicWavesDisplacement(positionWSXZ, _Crest_HorizontalDisplace, _Crest_DisplaceClamp);
|
|
}
|
|
#endif
|
|
|
|
_Crest_Target[id] = float4(result, 0.0);
|
|
}
|
|
|
|
void ShapeCombineAnimatedWaves(uint3 id)
|
|
{
|
|
id.z = _Crest_LodIndex;
|
|
ShapeCombine(id);
|
|
}
|
|
|
|
void ShapeCopyAnimatedWaves(uint3 id)
|
|
{
|
|
ShapeCombine(id);
|
|
}
|
|
|
|
void ShapeCombineDynamicWaves(uint3 id)
|
|
{
|
|
// We are combining from the target which matches the Animated Waves descriptor.
|
|
id.z = _Crest_LodIndex;
|
|
ShapeCombine(id);
|
|
}
|
|
|
|
m_CrestNameSpaceEnd
|
|
|
|
m_CrestKernelDefault(ShapeCombineAnimatedWaves)
|
|
m_CrestKernelDefault(ShapeCopyAnimatedWaves)
|
|
m_CrestKernelDefault(ShapeCombineDynamicWaves)
|