68 lines
1.8 KiB
Plaintext
68 lines
1.8 KiB
Plaintext
![]() |
Shader "Hidden/StylizedWater2/DisplacementToNormals"
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{
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Common.hlsl"
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#include "DynamicEffects.hlsl"
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struct Attributes
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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Varyings vert (Attributes input)
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{
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Varyings output;
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output.vertex = TransformObjectToHClip(input.vertex.xyz);
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output.uv = input.uv;
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return output;
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}
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float _TexelSize;
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#define MIP_LEVEL 0.0
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float4 frag (Varyings input) : SV_Target
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{
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float2 uv = input.uv;
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float radius = _TexelSize;
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float strength = 1.0;
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if(_WaterDynamicEffectsHighPrecision == false) strength = MAX_HEIGHT;
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const float xLeft = (SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy - float2(radius, 0.0)), MIP_LEVEL)[DE_NORMALS_CHANNEL]) * strength;
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const float xRight = (SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy + float2(radius, 0.0)), MIP_LEVEL)[DE_NORMALS_CHANNEL]) * strength;
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const float yUp = (SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy - float2(0.0, radius)), MIP_LEVEL)[DE_NORMALS_CHANNEL]) * strength;
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const float yDown = (SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy + float2(0.0, radius)), MIP_LEVEL)[DE_NORMALS_CHANNEL]) * strength;
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float xDelta = ((xLeft - xRight) + 1.0) * 0.5f;
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float yDelta = ((yUp - yDown) + 1.0) * 0.5f;
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float4 normals = float4(xDelta, yDelta, 0.0, 0);
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return normals;
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}
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ENDHLSL
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}
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}
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}
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