fix:1
This commit is contained in:
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Shader "BadDog/URP/BGWater"
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{
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Properties
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{
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[Header(Three Direction Wave)]
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_MainWave("Main Wave", 2D) = "white" {}
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_MainWaveBumpScale("Main Wave Bump Scale", Range(0, 2)) = 1
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_SecondWave("Second Wave", 2D) = "white" {}
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_SecondWaveBumpScale("Second Normal Bump Scale", Range(0, 2)) = 1
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_MainWaveTilingOffset("Main Wave Tiling Offset", Vector) = (1, 1, 1, 1)
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_SecondWaveTilingOffset("Second Wave Tiling Offset", Vector) = (1, 1, -1, 1)
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_ThirdWaveTilingOffset("Third Wave Tiling Offset", Vector) = (1, 1, 1, -1)
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[Header(Water)]
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_WaterBaseColor("Water Base Color", Color) = (1.0, 1.0, 1.0, 1)
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[Header(Muddy)]
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_WaterMuddyColor("Water Muddy Color", Color) = (1.0, 1.0, 1.0, 1)
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_WaterMuddyScale("Water Muddy Scale", Range(0, 2)) = 1
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_WaterDepthOffset("Water Depth Offset", Range(0, 1)) = 1
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[Header(Specular)]
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_SpecularIntensity("Specular Intensity", Range(0, 8)) = 1
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[Header(Refraction)]
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_WaterDistortScale("Distort Scale", Range(0, 10)) = 1
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[Header(Enviroment Reflection)]
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_EnviromentIntensity("Enviroment Intensity", Range(0, 10)) = 1
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[Header(Screen Space Reflection)]
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[Toggle] _BGWATER_SSR("Screen Space Reflection", Float) = 1.0
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_SSRMaxSampleCount("SSR Max Sample Count", Range(0, 64)) = 12
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_SSRSampleStep("SSR Sample Step", Range(4, 32)) = 16
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_SSRIntensity("SSR Intensity", Range(0, 2)) = 0.5
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[Toggle] _BGWATER_ORTHO("Orthographic Camera", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#if !defined(UNITY_PASS_FORWARDBASE)
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#define UNITY_PASS_FORWARDBASE
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#endif
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#pragma vertex VertexForward
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#pragma fragment FragForward
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#pragma target 3.0
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma multi_compile _ _BGWATER_SSR_ON
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#pragma multi_compile _ _BGWATER_ORTHO_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "./BGWaterBase.hlsl"
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ENDHLSL
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}
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}
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FallBack "VertexLit"
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 388eebb4dcdd667488cf5cbae2859247
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,98 @@
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#ifndef BADDOG_WATER_BASE
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#define BADDOG_WATER_BASE
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sampler2D _MainWave;
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float4 _MainWave_ST;
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sampler2D _SecondWave;
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float4 _SecondWave_ST;
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half _MainWaveBumpScale;
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half _SecondWaveBumpScale;
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half4 _MainWaveTilingOffset;
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half4 _SecondWaveTilingOffset;
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half4 _ThirdWaveTilingOffset;
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half _WaterDepthOffset;
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half _WaterMuddyScale;
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half _WaterDistortScale;
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half4 _WaterBaseColor;
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half4 _WaterMuddyColor;
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half _SpecularIntensity;
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half _EnviromentIntensity;
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half _SSRMaxSampleCount;
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half _SSRSampleStep;
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half _SSRIntensity;
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TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
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TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
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#include "./BGWaterOrtho.hlsl"
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#include "./BGWaterStruct.hlsl"
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#include "./BGWaterSSR.hlsl"
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#include "./BGWaterLighting.hlsl"
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BGWaterVertexOutput VertexCommon(BGWaterVertexInput v)
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{
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BGWaterVertexOutput o = (BGWaterVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformObjectToHClip(v.vertex);
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o.mainWaveUV.xy = v.texcoord * _MainWaveTilingOffset.xy + _Time.r * _MainWaveTilingOffset.zw * 0.1;
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o.secondWaveUV.xy = v.texcoord * _SecondWaveTilingOffset.xy + _Time.r * _SecondWaveTilingOffset.zw * 0.1;
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o.secondWaveUV.zw = v.texcoord * _ThirdWaveTilingOffset.xy + _Time.r * _ThirdWaveTilingOffset.zw * 0.1;
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float3 worldPos = TransformObjectToWorld(v.vertex);
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VertexNormalInputs normalInput = GetVertexNormalInputs(v.normal, v.tangent);
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o.worldNormalDir = float4(normalInput.normalWS, worldPos.x);
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o.worldTangentDir = float4(normalInput.tangentWS, worldPos.y);
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o.worldBitangentDir = float4(normalInput.bitangentWS, worldPos.z);
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o.mainWaveUV.z = ComputeFogFactor(o.pos.z);
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o.screenPos = ComputeScreenPos(o.pos);
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o.screenPos.z = -TransformWorldToView(worldPos).z;
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return o;
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}
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BGWaterVertexOutput VertexForward(BGWaterVertexInput vertexInput)
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{
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BGWaterVertexOutput vertexOutput = VertexCommon(vertexInput);
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return vertexOutput;
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}
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half4 FragForward(BGWaterVertexOutput vertexOutput) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(vertexOutput);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(vertexOutput);
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BGLightingData lightingData = PrepareLighting(vertexOutput);
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// reflection + fog
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half3 reflection = GetReflectionWithSSR(vertexOutput, lightingData);
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reflection = MixFog(reflection, vertexOutput.mainWaveUV.z);
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// refraction
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half4 refraction = GetRefraction(vertexOutput, lightingData);
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// final
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half3 finalColor = lerp(refraction.rgb, reflection, refraction.a);
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return half4(finalColor, 1);
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}
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#endif
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: b6a7804a76d40ba41af23fff2a321be9
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,162 @@
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#ifndef BADDOG_WATER_LIGHTING
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#define BADDOG_WATER_LIGHTING
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float3 WaveNormal(BGWaterVertexOutput vertexOutput)
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{
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half3 waterNormal1 = tex2D(_MainWave, vertexOutput.mainWaveUV.xy).xyz;
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half3 waterNormal2 = tex2D(_MainWave, vertexOutput.secondWaveUV.xy).xyz;
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half3 waterNormal3 = tex2D(_SecondWave, vertexOutput.secondWaveUV.zw).xyz;
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half3 waterNormal = ((waterNormal1 + waterNormal2) * 0.6667 - 0.6667) * half3(_SecondWaveBumpScale, _SecondWaveBumpScale, 1);
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waterNormal3 = waterNormal3 * 2 - 1;
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waterNormal += (waterNormal3 * half3(_MainWaveBumpScale, _MainWaveBumpScale, 1));
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return normalize(TransformTangentToWorld(waterNormal, float3x3(vertexOutput.worldTangentDir.xyz, vertexOutput.worldBitangentDir.xyz, vertexOutput.worldNormalDir.xyz)));
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}
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BGLightingData PrepareLighting(BGWaterVertexOutput vertexOutput)
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{
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BGLightingData lightingData = (BGLightingData)0;
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lightingData.worldPos = float3(vertexOutput.worldNormalDir.w, vertexOutput.worldTangentDir.w, vertexOutput.worldBitangentDir.w);
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lightingData.worldNormal = WaveNormal(vertexOutput);
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lightingData.worldLightDir = normalize(_MainLightPosition.xyz);
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#if defined(_BGWATER_ORTHO_ON)
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lightingData.worldViewDir = normalize(UNITY_MATRIX_V[2].xyz);
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#else
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lightingData.worldViewDir = normalize(_WorldSpaceCameraPos.xyz - lightingData.worldPos);
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#endif
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half3 H = normalize(lightingData.worldLightDir + lightingData.worldViewDir);
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lightingData.NoL = saturate(dot(lightingData.worldLightDir, lightingData.worldNormal));
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lightingData.NoV = saturate(dot(lightingData.worldNormal, lightingData.worldViewDir));
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lightingData.NoH = saturate(dot(lightingData.worldNormal, H));
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lightingData.LoH = saturate(dot(lightingData.worldLightDir, H));
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lightingData.R = normalize(reflect(-lightingData.worldViewDir, lightingData.worldNormal));
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lightingData.diffuseColor = _WaterBaseColor;
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lightingData.specularColor = half3(0.04, 0.04, 0.04);
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lightingData.lightColor = _MainLightColor.rgb;
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lightingData.screenUV = vertexOutput.screenPos.xy / vertexOutput.screenPos.w;
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#if defined(UNITY_SINGLE_PASS_STEREO)
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lightingData.screenUV.xy = UnityStereoTransformScreenSpaceTex(lightingData.screenUV.xy);
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#endif
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return lightingData;
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}
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half3 IndirectDiffuse(BGLightingData lightingData)
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{
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return SampleSH(lightingData.worldNormal);
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}
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half3 Diffuse(BGLightingData lightingData)
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{
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return lightingData.lightColor * lightingData.NoL;
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}
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half3 Specular(BGLightingData lightingData)
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{
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float D = (-0.004) / (lightingData.NoH * lightingData.NoH - 1.005);
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D *= D;
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half x = 1 - lightingData.LoH;
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half x2 = x * x;
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half x5 = x2 * x2 * x;
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float F = lightingData.specularColor + (1 - lightingData.specularColor) * x5;
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return lightingData.lightColor * D * F * PI * _SpecularIntensity;
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}
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half3 IndirectSpecular(BGLightingData lightingData)
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{
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half3 probe = GlossyEnvironmentReflection(lightingData.R, 0, 1);
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half fresnelTerm = 1.0 - saturate(dot(lightingData.worldNormal, lightingData.worldViewDir));
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fresnelTerm *= fresnelTerm;
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fresnelTerm *= fresnelTerm;
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return probe.rgb * lerp(lightingData.specularColor, 1, fresnelTerm);
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}
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half4 GetSSRLighting(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
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{
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#if defined(_BGWATER_ORTHO_ON)
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float3 uvz = GetSSRUVZOrtho(vertexOutput, lightingData);
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#else
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float3 uvz = GetSSRUVZ(vertexOutput, lightingData);
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#endif
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half3 ssrColor = lerp(half3(0, 0, 0), SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uvz.xy) * _SSRIntensity, uvz.z > 0);
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return half4(ssrColor, uvz.z);
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}
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half3 GetReflectionWithSSR(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
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{
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half3 indirectDiffuse = IndirectDiffuse(lightingData);
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half3 diffuse = Diffuse(lightingData);
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half3 specular = Specular(lightingData);
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half3 indirectSpecular = IndirectSpecular(lightingData);
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#if defined(_BGWATER_SSR_ON)
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half4 ssrLighting = GetSSRLighting(vertexOutput, lightingData);
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indirectSpecular = lerp(lerp(indirectSpecular, ssrLighting.rgb, ssrLighting.a), ssrLighting, ssrLighting.a > 0.99);
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#endif
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indirectSpecular *= _EnviromentIntensity;
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return (indirectDiffuse + diffuse) * lightingData.diffuseColor + specular + indirectSpecular;
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}
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half4 GetRefraction(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
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{
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float2 screenUV = lightingData.screenUV;
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float2 grabUV = screenUV;
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half3 worldViewDir = normalize(lightingData.worldViewDir);
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half worldViewDirY = abs(worldViewDir.y);
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#if defined(_BGWATER_ORTHO_ON)
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float depth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV));
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#else
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float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV), _ZBufferParams);
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#endif
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depth = depth - vertexOutput.screenPos.z;
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half2 deltaUV = lightingData.worldNormal.xz * _WaterDistortScale * saturate(depth) * worldViewDirY / vertexOutput.screenPos.z;
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#if defined(_BGWATER_ORTHO_ON)
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float newDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV + deltaUV));
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#else
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float newDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV + deltaUV), _ZBufferParams);
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#endif
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newDepth = newDepth - vertexOutput.screenPos.z;
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half signDepth = saturate(newDepth * 10);
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grabUV = grabUV + deltaUV * signDepth;
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depth = lerp(depth, newDepth, signDepth);
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half viewMultiplier = (worldViewDirY + _WaterMuddyScale) * _WaterDepthOffset * _WaterDepthOffset;
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depth *= viewMultiplier;
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half alpha = saturate(1 - depth);
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alpha = saturate(1.02 - pow(alpha, (dot(lightingData.worldNormal.xyz, worldViewDir) * 5 + 6)));
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half4 refraction = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, grabUV);
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refraction.rgb = lerp(refraction.rgb, refraction.rgb * _WaterMuddyColor * _WaterMuddyScale, alpha);
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refraction.a = alpha;
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return refraction;
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}
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#endif
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 9fd257daea5dd4d4e9099a02f23df58b
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ShaderImporter:
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||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,16 @@
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#ifndef BADDOG_WATER_ORTHO
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#define BADDOG_WATER_ORTHO
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inline float GetOrthoEyeDepth(float rawDepth)
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{
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#if defined(UNITY_REVERSED_Z)
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#if UNITY_REVERSED_Z == 1
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rawDepth = 1.0f - rawDepth;
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#endif
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#endif
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return lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth);
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}
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#endif
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 5bc9c6313a3c40341a7840e748152130
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||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
158
Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl
Normal file
158
Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl
Normal file
@@ -0,0 +1,158 @@
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#ifndef BADDOG_WATER_SSR
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#define BADDOG_WATER_SSR
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float UVJitter(in float2 uv)
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{
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return frac((52.9829189 * frac(dot(uv, float2(0.06711056, 0.00583715)))));
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}
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void SSRRayConvert(float3 worldPos, out float4 clipPos, out float3 screenPos)
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{
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clipPos = TransformWorldToHClip(worldPos);
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float k = ((1.0) / (clipPos.w));
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screenPos.xy = ComputeScreenPos(clipPos).xy * k;
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#if defined(_BGWATER_ORTHO_ON)
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screenPos.z = GetOrthoEyeDepth(clipPos.z);
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clipPos.w = screenPos.z;
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#else
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screenPos.z = k;
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#endif
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#if defined(UNITY_SINGLE_PASS_STEREO)
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screenPos.xy = UnityStereoTransformScreenSpaceTex(screenPos.xy);
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#endif
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}
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float3 SSRRayMarch(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
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{
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float4 startClipPos;
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float3 startScreenPos;
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||||
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SSRRayConvert(lightingData.worldPos, startClipPos, startScreenPos);
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||||
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float4 endClipPos;
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float3 endScreenPos;
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SSRRayConvert(lightingData.worldPos + lightingData.R, endClipPos, endScreenPos);
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||||
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if (((endClipPos.w) < (startClipPos.w)))
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||||
{
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return float3(0, 0, 0);
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||||
}
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||||
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||||
float3 screenDir = endScreenPos - startScreenPos;
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||||
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||||
float screenDirX = abs(screenDir.x);
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||||
float screenDirY = abs(screenDir.y);
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||||
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||||
float dirMultiplier = lerp( 1 / (_ScreenParams.y * screenDirY), 1 / (_ScreenParams.x * screenDirX), screenDirX > screenDirY ) * _SSRSampleStep;
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||||
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||||
screenDir *= dirMultiplier;
|
||||
|
||||
half lastRayDepth = startClipPos.w;
|
||||
|
||||
half sampleCount = 1 + UVJitter(vertexOutput.pos) * 0.1;
|
||||
|
||||
float3 lastScreenMarchUVZ = startScreenPos;
|
||||
float lastDeltaDepth = 0;
|
||||
|
||||
#if defined (SHADER_API_OPENGL) || defined (SHADER_API_D3D11) || defined (SHADER_API_D3D12)
|
||||
[unroll(64)]
|
||||
#else
|
||||
UNITY_LOOP
|
||||
#endif
|
||||
for(int i = 0; i < _SSRMaxSampleCount; i++)
|
||||
{
|
||||
float3 screenMarchUVZ = startScreenPos + screenDir * sampleCount;
|
||||
|
||||
if((screenMarchUVZ.x <= 0) || (screenMarchUVZ.x >= 1) || (screenMarchUVZ.y <= 0) || (screenMarchUVZ.y >= 1))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
#if defined(_BGWATER_ORTHO_ON)
|
||||
float sceneDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenMarchUVZ.xy));
|
||||
#else
|
||||
float sceneDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenMarchUVZ.xy), _ZBufferParams);
|
||||
#endif
|
||||
#if defined(_BGWATER_ORTHO_ON)
|
||||
half rayDepth = screenMarchUVZ.z;
|
||||
#else
|
||||
half rayDepth = 1.0 / screenMarchUVZ.z;
|
||||
#endif
|
||||
half deltaDepth = rayDepth - sceneDepth;
|
||||
|
||||
if((deltaDepth > 0) && (sceneDepth > startClipPos.w) && (deltaDepth < (abs(rayDepth - lastRayDepth) * 2)))
|
||||
{
|
||||
float samplePercent = saturate(lastDeltaDepth / (lastDeltaDepth - deltaDepth));
|
||||
samplePercent = lerp(samplePercent, 1, rayDepth >= _ProjectionParams.z);
|
||||
float3 hitScreenUVZ = lerp(lastScreenMarchUVZ, screenMarchUVZ, samplePercent);
|
||||
return float3(hitScreenUVZ.xy, 1);
|
||||
}
|
||||
|
||||
lastRayDepth = rayDepth;
|
||||
sampleCount += 1;
|
||||
|
||||
lastScreenMarchUVZ = screenMarchUVZ;
|
||||
lastDeltaDepth = deltaDepth;
|
||||
}
|
||||
|
||||
float4 farClipPos;
|
||||
float3 farScreenPos;
|
||||
|
||||
SSRRayConvert(lightingData.worldPos + lightingData.R * 100000, farClipPos, farScreenPos);
|
||||
|
||||
if((farScreenPos.x > 0) && (farScreenPos.x < 1) && (farScreenPos.y > 0) && (farScreenPos.y < 1))
|
||||
{
|
||||
#if defined(_BGWATER_ORTHO_ON)
|
||||
float farDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, farScreenPos.xy));
|
||||
#else
|
||||
float farDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, farScreenPos.xy), _ZBufferParams);
|
||||
#endif
|
||||
|
||||
if(farDepth > startClipPos.w)
|
||||
{
|
||||
return float3(farScreenPos.xy, 1);
|
||||
}
|
||||
}
|
||||
|
||||
return float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 GetSSRUVZ(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
|
||||
{
|
||||
#if defined(UNITY_SINGLE_PASS_STEREO)
|
||||
half ssrWeight = 1;
|
||||
|
||||
half NoV = lightingData.NoV * 2;
|
||||
ssrWeight *= (1 - NoV * NoV);
|
||||
#else
|
||||
float screenUV = lightingData.screenUV * 2 - 1;
|
||||
screenUV *= screenUV;
|
||||
|
||||
half ssrWeight = saturate(1 - dot(screenUV, screenUV));
|
||||
|
||||
half NoV = lightingData.NoV * 2.5;
|
||||
ssrWeight *= (1 - NoV * NoV);
|
||||
#endif
|
||||
|
||||
if (ssrWeight > 0.005)
|
||||
{
|
||||
float3 uvz = SSRRayMarch(vertexOutput, lightingData);
|
||||
uvz.z *= ssrWeight;
|
||||
return uvz;
|
||||
}
|
||||
|
||||
return float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 GetSSRUVZOrtho(BGWaterVertexOutput vertexOutput, BGLightingData lightingData)
|
||||
{
|
||||
float3 uvz = SSRRayMarch(vertexOutput, lightingData);
|
||||
return uvz;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0426b0a130788f849bf700b6735531aa
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,53 @@
|
||||
#ifndef BADDOG_WATER_STRUCT
|
||||
#define BADDOG_WATER_STRUCT
|
||||
|
||||
struct BGWaterVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent: TANGENT;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct BGWaterVertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
|
||||
float3 mainWaveUV : TEXCOORD0;
|
||||
float4 secondWaveUV : TEXCOORD1;
|
||||
|
||||
float4 worldNormalDir : TEXCOORD2;
|
||||
float4 worldTangentDir : TEXCOORD3;
|
||||
float4 worldBitangentDir : TEXCOORD4;
|
||||
|
||||
float4 screenPos : TEXCOORD5;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
struct BGLightingData
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
float3 worldLightDir;
|
||||
float3 worldViewDir;
|
||||
|
||||
half NoL;
|
||||
half NoV;
|
||||
half NoH;
|
||||
half LoH;
|
||||
|
||||
half3 R;
|
||||
|
||||
half3 diffuseColor;
|
||||
half3 specularColor;
|
||||
half3 lightColor;
|
||||
|
||||
float2 screenUV;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f69fde22446968408fb0bb98a80c482
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user