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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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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/Volume/UnderwaterShared.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Debug.hlsl"
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#ifndef SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
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#define FoveatedRemapLinearToNonUniform(uv) uv
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#endif
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#if (CREST_LEGACY_UNDERWATER != 0) || d_Crest_CustomColorTexture
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TEXTURE2D_X(_Crest_CameraColorTexture);
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#endif
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#if d_Crest_ComputeMask
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Data.hlsl"
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#endif
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m_CrestNameSpace
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#if (CREST_LEGACY_UNDERWATER != 0)
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float3 SampleSceneColor(float2 i_UV)
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{
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return LOAD_TEXTURE2D_X(_Crest_CameraColorTexture, i_UV * _ScreenSize.xy).rgb;
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}
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#endif
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struct Attributes
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{
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#if d_Crest_Geometry
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float3 positionOS : POSITION;
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#else
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uint id : SV_VertexID;
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#endif
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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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#if d_Crest_ComputeMask
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float3 positionWS : TEXCOORD;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vertex(Attributes input)
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{
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Varyings output;
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ZERO_INITIALIZE(Varyings, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if d_Crest_Geometry
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// Use actual geometry instead of full screen triangle.
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output.positionCS = TransformObjectToHClip(input.positionOS);
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#if d_Crest_ComputeMask
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output.positionWS = TransformObjectToWorld(input.positionOS);
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#endif
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#else
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output.positionCS = GetFullScreenTriangleVertexPosition(input.id, UNITY_RAW_FAR_CLIP_VALUE);
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#endif
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return output;
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}
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half4 Fragment(Varyings input)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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uint2 positionSS = input.positionCS.xy;
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const float2 positionNDC = (positionSS + 0.5) / _ScreenSize.xy;
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float mask = -1.0;
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#if !d_Crest_NoMaskColor
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#if d_Crest_ComputeMask
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{
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float3 positionWS = input.positionWS;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS.xyz += _WorldSpaceCameraPos.xyz;
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#endif
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mask = positionWS.y <= SampleWaterLineHeight(positionWS.xz) ? -1 : 1;
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}
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#else
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mask = LOAD_TEXTURE2D_X(_Crest_WaterMaskTexture, positionSS).x;
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#endif
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#if !_DEBUG_VISUALIZE_MASK
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// Preserve alpha channel.
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if (mask > CREST_MASK_BELOW_SURFACE)
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{
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discard;
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}
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#endif
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#endif // !d_Crest_NoMaskColor
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float rawDepth = LoadSceneDepth(positionSS);
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half3 sceneColour;
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#if d_Crest_CustomColorTexture
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if (m_CrestPortalNegativeVolume)
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{
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sceneColour = LOAD_TEXTURE2D_X(_Crest_CameraColorTexture, positionSS).rgb;
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}
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else
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#endif
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{
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// Use sample in case texture is downsampled.
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sceneColour = SampleSceneColor(positionNDC).rgb;
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}
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#if d_Crest_NoMaskDepth
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const float rawMaskDepth = 0.0;
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#else
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const float rawMaskDepth = LOAD_TEXTURE2D_X(_Crest_WaterMaskDepthTexture, positionSS).x;
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#endif
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#if _DEBUG_VISUALIZE_STENCIL
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return DebugRenderStencil(sceneColour);
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#endif
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bool isWaterSurface; bool isUnderwater; bool hasCaustics; float sceneZ; bool outScatterScene; bool applyLighting;
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GetWaterSurfaceAndUnderwaterData(input.positionCS, positionSS, rawMaskDepth, mask, rawDepth, isWaterSurface, isUnderwater, hasCaustics, outScatterScene, applyLighting, sceneZ);
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#if !_DEBUG_VISUALIZE_MASK
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// Preserve alpha channel.
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if (!isUnderwater)
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{
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discard;
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}
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#endif
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float fogDistance = sceneZ;
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ApplyWaterVolumeToUnderwaterFog(input.positionCS, fogDistance);
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#if _DEBUG_VISUALIZE_MASK
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return DebugRenderWaterMask(isWaterSurface, isUnderwater, mask, sceneColour);
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#endif
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if (isUnderwater)
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{
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const float2 uv = FoveatedRemapLinearToNonUniform(positionNDC);
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float3 positionWS = ComputeWorldSpacePosition(uv, rawDepth, UNITY_MATRIX_I_VP);
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const half3 view = GetWorldSpaceNormalizeViewDir(positionWS);
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS += _WorldSpaceCameraPos;
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#endif
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sceneColour = ApplyUnderwaterEffect(sceneColour, rawDepth, sceneZ, fogDistance, view, positionSS, positionWS, hasCaustics, outScatterScene, applyLighting, 1.0);
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}
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return half4(sceneColour, 1.0);
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}
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half4 FragmentPlanarReflections(Varyings input)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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const uint2 positionSS = input.positionCS.xy;
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const float2 positionNDC = (positionSS + 0.5) / _ScreenSize.xy;
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float depth = LoadSceneDepth(positionSS);
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// TODO: Do something nicer. Could zero alpha if scene depth is above threshold.
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if (depth == 0.0)
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{
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return half4(_Crest_Scattering.xyz, 1.0);
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}
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half3 color = SampleSceneColor(positionNDC).rgb;
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// Calculate position and account for possible NaNs discovered during testing.
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float3 positionWS;
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{
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float4 positionCS = ComputeClipSpacePosition(positionNDC, depth);
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float4 hpositionWS = mul(UNITY_MATRIX_I_VP, positionCS);
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// w is sometimes zero when using oblique projection.
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// Zero is better than NaN.
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positionWS = hpositionWS.w > 0.0 ? hpositionWS.xyz / hpositionWS.w : 0.0;
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}
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS += _WorldSpaceCameraPos;
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#endif
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const half3 view = GetWorldSpaceNormalizeViewDir(positionWS);
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const bool hasCaustics = depth > 0.0;
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color = ApplyUnderwaterEffect(color, depth, 0.0, 0.0, view, positionSS, positionWS, hasCaustics, true, true, 1.0);
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return half4(color, 1.0);
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}
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m_CrestNameSpaceEnd
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m_CrestVertex
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m_CrestFragment(half4)
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half4 FragmentPlanarReflections(m_Crest::Varyings input) : SV_Target
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{
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return m_Crest::FragmentPlanarReflections(input);
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}
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