//Stylized Water 2 //Staggart Creations (http://staggart.xyz) //Copyright protected under Unity Asset Store EULA //Double sample depth to avoid depth discrepancies #define COLLAPSIBLE_GROUP 1 //Normalize the amount of normal-based distortion between reflection probes and screen-space reflections #define SCREENSPACE_REFLECTION_DISTORTION_MULTIPLIER 0.25 struct SceneData { float4 positionSS; //Unnormalized float2 screenPos; //Normalized and no refraction float3 positionWS; float3 color; #if defined(SCENE_SHADOWMASK) float shadowMask; #endif float viewDepth; float verticalDepth; #if RESAMPLE_REFRACTION_DEPTH && _REFRACTION float viewDepthRefracted; float verticalDepthRefracted; #endif float skyMask; //More easy debugging half refractionMask; }; void PopulateSceneData(inout SceneData scene, Varyings input, WaterSurface water) { scene.positionSS = input.screenPos; scene.screenPos = scene.positionSS.xy / scene.positionSS.w; //Default for disabled depth texture scene.viewDepth = 1; scene.verticalDepth = 1; scene.refractionMask = 1.0; #if !_DISABLE_DEPTH_TEX SceneDepth depth = SampleDepth(scene.positionSS); scene.positionWS = ReconstructWorldPosition(scene.positionSS, water.viewDelta, depth); //Invert normal when viewing backfaces float normalSign = ceil(dot(water.viewDir, water.waveNormal)); normalSign = normalSign == 0 ? -1 : 1; //Z-distance to opaque surface scene.viewDepth = SurfaceDepth(depth, input.positionCS); //Distance to opaque geometry in normal direction scene.verticalDepth = DepthDistance(water.positionWS, scene.positionWS, water.waveNormal * normalSign); //Compare position of water to opaque geometry, in order to filter out pixels in front of the water for refraction #if _REFRACTION SceneDepth depthRefracted = SampleDepth(scene.positionSS + water.refractionOffset); float3 opaqueWorldPosRefracted = ReconstructWorldPosition(scene.positionSS + water.refractionOffset, water.viewDelta, depthRefracted); //Reject any offset pixels in front of the water surface scene.refractionMask = saturate(SurfaceDepth(depthRefracted, input.positionCS)); //Lerp to un-refracted screen-position water.refractionOffset *= scene.refractionMask; #if RESAMPLE_REFRACTION_DEPTH //With the current screen-space UV known, re-compose the water density depthRefracted = SampleDepth(scene.positionSS + water.refractionOffset); opaqueWorldPosRefracted = ReconstructWorldPosition(scene.positionSS + water.refractionOffset, water.viewDelta, depthRefracted); //Also use the world-position sample as the representation of the underwater geometry (more accurate) scene.positionWS = lerp(scene.positionWS, opaqueWorldPosRefracted, scene.refractionMask); scene.viewDepthRefracted = SurfaceDepth(depthRefracted, input.positionCS); scene.verticalDepthRefracted = DepthDistance(water.positionWS, opaqueWorldPosRefracted, water.waveNormal * normalSign); #endif #endif #if defined(SCENE_SHADOWMASK) float4 sceneShadowCoords = TransformWorldToShadowCoord(scene.positionWS); #if UNITY_VERSION >= 202020 Light sceneLight = GetMainLight(sceneShadowCoords, scene.positionWS, 1.0); #else Light sceneLight = GetMainLight(sceneShadowCoords); #endif scene.shadowMask = sceneLight.shadowAttenuation; #endif #if !_RIVER && _ADVANCED_SHADING half VdotN = 1.0 - saturate(dot(water.viewDir, water.waveNormal)); float grazingTerm = saturate(pow(VdotN, 64)); //Resort to z-depth at surface edges. Otherwise makes intersection/edge fade visible through the water surface scene.verticalDepth = lerp(scene.verticalDepth, scene.viewDepth, grazingTerm); #if RESAMPLE_REFRACTION_DEPTH && _REFRACTION scene.verticalDepthRefracted = lerp(scene.verticalDepthRefracted, scene.viewDepthRefracted, grazingTerm); #endif #endif #endif #if _REFRACTION || UNDERWATER_ENABLED float dispersion = _RefractionChromaticAberration * lerp(1.0, 2.0, unity_OrthoParams.w); #if UNDERWATER_ENABLED //Behaviour, pre v1.4.1 //dispersion *= water.vFace; #endif scene.color = SampleOpaqueTexture(scene.positionSS, water.refractionOffset.xy, dispersion); #endif //Skybox mask is used for backface (underwater) reflections, to blend between refraction and reflection probes scene.skyMask = 0; #ifdef DEPTH_MASK #if !_DISABLE_DEPTH_TEX float depthSource = depth.linear01; #if RESAMPLE_REFRACTION_DEPTH && _REFRACTION //Use depth resampled with refracted screen UV depthSource = depthRefracted.linear01; #endif scene.skyMask = depthSource > 0.99 ? 1 : 0; #endif #endif } float GetWaterDensity(SceneData scene, float mask, float heightScalar, float viewDepthScalar, bool exponential) { //Best default value, otherwise water just turns invisible (infinitely shallow) float density = 1.0; #if !_DISABLE_DEPTH_TEX float viewDepth = scene.viewDepth; float verticalDepth = scene.verticalDepth; #if defined(RESAMPLE_REFRACTION_DEPTH) && _REFRACTION viewDepth = scene.viewDepthRefracted; verticalDepth = scene.verticalDepthRefracted; #endif float depthAttenuation = 1.0 - exp(-viewDepth * viewDepthScalar * 0.1); float heightAttenuation = saturate(lerp(verticalDepth * heightScalar, 1.0 - exp(-verticalDepth * heightScalar), exponential)); density = max(depthAttenuation, heightAttenuation); #endif #if !_RIVER //Use green vertex color channel to subtract density density = saturate(density - mask); #endif return density; } float3 GetWaterColor(SceneData scene, float3 scatterColor, float density, float absorption) { float depth = scene.verticalDepth; float accumulation = scene.viewDepth; #if defined(RESAMPLE_REFRACTION_DEPTH) && _REFRACTION depth = scene.verticalDepthRefracted; accumulation = scene.viewDepthRefracted; #endif //Color of light ray passing through the water, hitting the sea floor (extinction) const float3 underwaterColor = saturate(scene.color * exp(-density * (depth + accumulation))); //Energy loss of ray, as it travels deeper and scatters (absorption) const float scatterAmount = saturate(exp(-absorption * accumulation)); return lerp(underwaterColor, scatterColor, scatterAmount); } //Note: Throws an error about a BLENDWEIGHTS vertex attribute on GLES when VR is enabled (fixed in URP 10+) //Possibly related to: https://issuetracker.unity3d.com/issues/oculus-a-non-system-generated-input-signature-parameter-blendindices-cannot-appear-after-a-system-generated-value #if SHADER_API_GLES3 && defined(STEREO_MULTIVIEW_ON) #define FRONT_FACE_SEMANTIC_REAL SV_IsFrontFace #define FRONT_FACE_TYPE_REAL bool #else #define FRONT_FACE_SEMANTIC_REAL FRONT_FACE_SEMANTIC #define FRONT_FACE_TYPE_REAL FRONT_FACE_TYPE #endif float4 ForwardPassFragment(Varyings input, FRONT_FACE_TYPE_REAL vertexFace : FRONT_FACE_SEMANTIC_REAL) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); //Initialize with null values. Anything that isn't assigned, shouldn't be used either WaterSurface water = (WaterSurface)0; SceneData scene = (SceneData)0; water.alpha = 1.0; water.vFace = IS_FRONT_VFACE(vertexFace, true, false); //0 = back face //return float4(lerp(float3(1,0,0), float3(0,1,0), water.vFace), 1.0); int faceSign = water.vFace > 0 ? 1 : -1; //return float4(ReconstructWorldNormal(input.positionCS), 1.0); /* ======== // GEOMETRY DATA =========== */ #if COLLAPSIBLE_GROUP float4 vertexColor = input.color; //Mask already applied in vertex shader //return float4(vertexColor.rgb, 1); //Vertex normal in world-space float3 normalWS = normalize(input.normalWS.xyz); #if _NORMALMAP float3 WorldTangent = input.tangent.xyz; float3 WorldBiTangent = input.bitangent.xyz; //return float4(WorldBiTangent, 1.0); float3 positionWS = float3(input.normalWS.w, input.tangent.w, input.bitangent.w); #else float3 positionWS = input.positionWS; #endif #if defined(TESSELLATION_ON) //Debug tessellation factor //return float4(saturate(CalcDistanceTessFactor(float4(TransformWorldToObject(positionWS.xyz), 1.0), _TessMin, _TessMax, _TessValue)).xxx, 1.0); #endif water.positionWS = positionWS; //Not normalized for depth-pos reconstruction. Normalization required for lighting (otherwise breaks on mobile) water.viewDelta = GetCurrentViewPosition() - positionWS; //water.viewDir = GetWorldSpaceViewDir(positionWS); //Uses the camera's forward vector for orthographic projection, the result isn't as useful //Note: SafeNormalize() tends to cause issues on mobile when dealing with large numbers water.viewDir = normalize(water.viewDelta); //return float4(water.viewDir, 1); half VdotN = 1.0 - saturate(dot(water.viewDir * faceSign, normalWS)); #if _FLAT_SHADING float3 dpdx = ddx(positionWS.xyz); float3 dpdy = ddy(positionWS.xyz); normalWS = normalize(cross(dpdy, dpdx)); #endif water.vertexNormal = normalWS; //return float4(water.vertexNormal, 1.0); //Returns mesh or world-space UV float2 uv = GetSourceUV(input.uv.xy, positionWS.xz, _WorldSpaceUV);; #endif /* ======== // WAVES =========== */ #if COLLAPSIBLE_GROUP water.waveNormal = normalWS; #if _WAVES WaveInfo waves = GetWaveInfo(uv, positionWS, TIME * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y); #if !_FLAT_SHADING waves.normal = normalize(water.vertexNormal + waves.normal); //Flatten by blue vertex color weight waves.normal = lerp(waves.normal, normalWS, lerp(0, 1, vertexColor.b)); water.waveNormal = waves.normal; #endif //return float4(water.waveNormal.xyz, 1); water.offset.y += waves.position.y; //For steep waves the horizontal stretching is too extreme, tone it down here water.offset.xz += waves.position.xz; #endif #endif #if _WAVES //After wave displacement, recalculated world-space UVs if(_WorldSpaceUV == 1) uv = GetSourceUV(input.uv.xy, positionWS.xz + water.offset.xz, _WorldSpaceUV); //return float4(frac(uv), 0, 1); #endif #if DYNAMIC_EFFECTS_ENABLED float4 dynamicEffectsData = 0; if(_ReceiveDynamicEffects) { dynamicEffectsData = SampleDynamicEffectsData(positionWS.xyz + water.offset.xyz); //return float4(BoundsEdgeMask(positionWS.xz).xxx, 1.0); //return float4(dynamicEffectsData.rrr, 1.0); } #endif /* ======== // SHADOWS =========== */ #if COLLAPSIBLE_GROUP water.shadowMask = 1.0; float4 shadowCoords = float4(0, 0, 0, 0); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) shadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) shadowCoords = TransformWorldToShadowCoord(water.positionWS); #endif #if UNITY_VERSION >= 202020 half4 shadowMask = 1.0; #if UNITY_VERSION >= 202030 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif Light mainLight = GetMainLight(shadowCoords, water.positionWS, shadowMask); #else Light mainLight = GetMainLight(shadowCoords); #endif //return float4(shadowMask.xyz, 1.0); #if _LIGHT_LAYERS && UNITY_VERSION >= 202220 uint meshRenderingLayers = GetMeshRenderingLayer(); if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) #endif { water.shadowMask = mainLight.shadowAttenuation; } //return float4(water.shadowMask.xxx,1); half backfaceShadows = 1; #if UNDERWATER_ENABLED //Separate so shadows applied by Unity's lighting do not appear on backfaces backfaceShadows = water.shadowMask; water.shadowMask = lerp(1.0, water.shadowMask, water.vFace); #endif #endif #if _RIVER water.slope = CalculateSlopeMask(water.waveNormal, _SlopeAngleThreshold, _SlopeAngleFalloff); //return float4(water.slope.xxx, 1); #endif /* ======== // NORMALS =========== */ #if COLLAPSIBLE_GROUP water.tangentNormal = float3(0.5, 0.5, 1); water.tangentWorldNormal = water.waveNormal; #if DYNAMIC_EFFECTS_ENABLED if(_ReceiveDynamicEffects && NORMALS_AVAILABLE) { float4 dynamicNormals = SampleDynamicEffectsNormals(water.positionWS + water.offset); //dynamicNormals.xyz = lerp(water.vertexNormal, dynamicNormals.xyz, dynamicEffectsData.a); //Composite into wave normal. Not using the tangent normal, since this has variable influence on reflection, dynamic effects should denote geometry curvature water.waveNormal = BlendNormalWorldspaceRNM(dynamicNormals.xyz, water.waveNormal, float3(0,1,0)); //return float4(water.waveNormal, 1.0); } #endif #if _NORMALMAP //Tangent-space water.tangentNormal = SampleNormals(uv, _NormalTiling, _NormalSubTiling, positionWS, TIME, _NormalSpeed, _NormalSubSpeed, water.slope, water.vFace); //return float4(SRGBToLinear(float3(water.tangentNormal.x * 0.5 + 0.5, water.tangentNormal.y * 0.5 + 0.5, 1)), 1.0); //Based on wave normal, makes it easier to create blend between the smooth wave normals and high-frequency normal maps water.tangentToWorldMatrix = half3x3(WorldTangent, WorldBiTangent, water.waveNormal); //World-space water.tangentWorldNormal = normalize(TransformTangentToWorld(water.tangentNormal, water.tangentToWorldMatrix)); //return float4(water.tangentWorldNormal, 1.0); #endif #endif #if _REFRACTION || UNDERWATER_ENABLED float3 refractionViewDir = water.viewDir; #if !_RIVER //Technically not correct (as opposed to view direction towards the surface world position), but works better for flat water. Value represents the camera's forward vector. refractionViewDir = GetWorldToViewMatrix()[2].xyz; #endif water.refractionOffset.xy = RefractionOffset(input.screenPos.xy / input.screenPos.w, refractionViewDir, water.tangentWorldNormal, _RefractionStrength * lerp(1, 0.1, unity_OrthoParams.w)); //Float4 so it can simply be added to the un-normalized screen position water.refractionOffset.zw = 0; //return float4(ScreenEdgeMask(input.screenPos.xy / input.screenPos.w, length(water.refractionOffset.xy)).xxx, 1.0); #endif float2 offsetVector = saturate(water.offset.yy + water.tangentWorldNormal.xz); //Normals can perturb the screen coordinates, so needs to be calculated first PopulateSceneData(scene, input, water); //return float4(scene.shadowMask.xxx, 1.0); //return float4(scene.verticalDepth.xxx, 1.0); //return float4(scene.viewDepth.xxx, 1.0); //return float4((input.screenPos.xy / input.screenPos.w).xy, 0, 1.0); //return float4(frac(scene.positionWS.xyz), 1.0); //return float4(frac(water.refractionOffset.xy), 0, 1.0); //return float4(scene.refractionMask.xxx, 1.0); #if UNDERWATER_ENABLED ClipSurface(scene.positionSS.xyzw, positionWS, input.positionCS.xyz, water.vFace); #endif /* ========= // COLOR + FOG ============ */ #if COLLAPSIBLE_GROUP water.fog = GetWaterDensity(scene, vertexColor.g, _DepthHorizontal, _DepthVertical, _DepthExp); //return float4(water.fog.xxx, 1.0); //Albedo float4 baseColor = lerp(_ShallowColor, _BaseColor, water.fog); //Avoid color bleeding for foam/intersection on clear water (assumes white foam) //baseColor = lerp(1.0, baseColor, baseColor.a); baseColor.rgb += saturate(_WaveTint * water.offset.y); water.fog *= baseColor.a; water.alpha = baseColor.a; #if COLOR_ABSORPTION && _REFRACTION if (_ColorAbsorption > 0) { baseColor.rgb = GetWaterColor(scene, baseColor.rgb, water.fog, _ColorAbsorption * water.vFace); } #endif water.albedo.rgb = baseColor.rgb; #endif /* ======== // INTERSECTION FOAM =========== */ #if COLLAPSIBLE_GROUP water.intersection = 0; #if _SHARP_INERSECTION || _SMOOTH_INTERSECTION float interSecGradient = 0; #if !_DISABLE_DEPTH_TEX float intersectionHeightDelta = scene.verticalDepth; #if defined(RESAMPLE_REFRACTION_DEPTH) && _REFRACTION && defined(INTERSECTION_REFRACTION) intersectionHeightDelta = scene.verticalDepthRefracted; #endif interSecGradient = 1-saturate(exp(intersectionHeightDelta) / _IntersectionLength); #endif if (_IntersectionSource == 1) interSecGradient = vertexColor.r; if (_IntersectionSource == 2) interSecGradient = saturate(interSecGradient + vertexColor.r); #if DYNAMIC_EFFECTS_ENABLED if(_ReceiveDynamicEffects) { //interSecGradient += dynamicEffectsData[DE_ALPHA_CHANNEL]; } #endif water.intersection = SampleIntersection(uv.xy + (offsetVector * _IntersectionDistortion), _IntersectionTiling, interSecGradient, _IntersectionFalloff, TIME * _IntersectionSpeed) * _IntersectionColor.a; #if UNDERWATER_ENABLED //Hide on backfaces water.intersection *= water.vFace; #endif #if _WAVES && !_DISABLE_DEPTH_TEX //Prevent from peering through waves when camera is at the water level if(positionWS.y < scene.positionWS.y) water.intersection = 0; #endif //water.density += water.intersection; //Flatten normals on intersection foam water.waveNormal = lerp(water.waveNormal, normalWS, water.intersection); //return float4(water.intersection.xxx,1); #endif #if _NORMALMAP water.tangentWorldNormal = lerp(water.tangentWorldNormal, water.vertexNormal, water.intersection); #endif #endif /* ======== // SURFACE FOAM =========== */ #if COLLAPSIBLE_GROUP water.foam = 0; #if _FOAM bool enableSlopeFoam = false; #if _RIVER enableSlopeFoam = true; #endif #if !_RIVER //Composed mask for foam caps, based on wave height float crest = saturate(water.offset.y) * _FoamWaveAmount; float foamSlopeMask = 0; #else //Rivers don't have waves float crest = 0; float foamSlopeMask = saturate((water.slope * _SlopeFoam) + vertexColor.a); #endif float baseFoam = saturate(_FoamBaseAmount - water.slope + vertexColor.a); float foamMask = crest + baseFoam + foamSlopeMask; //Parallaxing //half2 distortion = (_FoamDistortion * water.viewDir.xz / saturate(dot(water.waveNormal, water.viewDir))); half2 foamDistortion = offsetVector * _FoamDistortion.xx; #if _RIVER //Only distort sideways, makes the effect appear more like foam is moving around obstacles or shallow rocks foamDistortion.y = 0; #endif float foamTex = SampleFoamTexture((uv + foamDistortion.xy), _FoamTiling, _FoamSubTiling, TIME, _FoamSpeed, _FoamSubSpeed, foamSlopeMask, _SlopeSpeed, _SlopeStretching, enableSlopeFoam); if(_FoamClipping > 0) foamTex = smoothstep(_FoamClipping, 1.0, foamTex); //Dissolve the foam based on the input gradient foamMask = saturate(1.0 - foamMask); water.foam = smoothstep(foamMask, foamMask + 1.0, foamTex) * saturate(_FoamColor.a); //Dynamic foam (separately sampled) #if DYNAMIC_EFFECTS_ENABLED if(_ReceiveDynamicEffects) { foamDistortion = _FoamDistortion * dynamicEffectsData[DE_DISPLACEMENT_CHANNEL].xx; foamTex = SampleDynamicFoam((uv + foamDistortion.xy), _FoamTilingDynamic, _FoamSubTilingDynamic, TIME, _FoamSpeedDynamic, _FoamSubSpeedDynamic); foamMask = dynamicEffectsData[DE_FOAM_CHANNEL]; foamMask = saturate(1.0 - foamMask); water.foam += smoothstep(foamMask, foamMask + 1.0, foamTex); water.foam = saturate(water.foam); } #endif #if _NORMALMAP water.tangentWorldNormal = lerp(water.tangentWorldNormal, water.waveNormal, water.foam); #endif //return float4(water.foam.xxx, 1); #endif #endif /* ======== // EMISSION (Caustics + Specular) =========== */ #if COLLAPSIBLE_GROUP #if _CAUSTICS float3 causticsCoords = scene.positionWS; #if _DISABLE_DEPTH_TEX causticsCoords = uv.xyy; #endif float causticsMask = saturate((1-water.fog) - water.intersection - water.foam - scene.skyMask) * water.vFace; float2 causticsProjection = GetCausticsProjection(input.positionCS, mainLight.direction, causticsCoords, causticsMask); #ifdef SCENE_SHADOWMASK causticsMask *= scene.shadowMask; #endif float3 causticsDistortion = lerp(water.waveNormal.xyz, water.tangentWorldNormal.xyz, _CausticsDistortion); #if _ADVANCED_SHADING //causticsDistortion = TransformWorldToViewDir(causticsDistortion); //causticsDistortion.xz = causticsDistortion.xy; #endif water.caustics = SampleCaustics(causticsProjection + causticsDistortion.xz, TIME * _CausticsSpeed, _CausticsTiling, _CausticsChromance); //return float4(causticsMask.xxx, 1.0); //Note: not masked by surface shadows, this occurs in the lighting function so it also takes point/spot lights into account water.caustics *= causticsMask * _CausticsBrightness; //return float4(water.caustics.rgb, 1); #endif #if _NORMALMAP if(_SparkleIntensity > 0) { //Can piggyback on the tangent normal half3 sparkles = mainLight.color * saturate(step(_SparkleSize, (water.tangentNormal.y))) * _SparkleIntensity; #if !_UNLIT //Fade out the effect as the sun approaches the horizon float sunAngle = saturate(dot(water.vertexNormal, mainLight.direction)); float angleMask = saturate(sunAngle * 10); /* 1.0/0.10 = 10 */ sparkles *= angleMask; #endif water.specular += sparkles.rgb; } #endif #ifndef _SPECULARHIGHLIGHTS_OFF float3 lightReflectionNormal = water.tangentWorldNormal; #if _FLAT_SHADING //Use face normals lightReflectionNormal = water.waveNormal; #endif half specularMask = saturate((1-water.foam * 2.0) * (1-water.intersection) * water.shadowMask); //return float4(specularMask.xxx, 1.0); float3 sunSpecular = SpecularReflection(mainLight, water.viewDir, water.waveNormal, lightReflectionNormal, _SunReflectionDistortion, lerp(8196, 64, _SunReflectionSize), _SunReflectionStrength * specularMask); water.specular += sunSpecular; //return float4(water.specular, 1.0); #endif //return float4(specular, 1.0); //Reflection probe/planar #ifndef _ENVIRONMENTREFLECTIONS_OFF //Blend between smooth surface normal and normal map to control the reflection perturbation (probes only!) #if !_FLAT_SHADING float3 refWorldNormal = lerp(water.waveNormal, normalize(water.waveNormal + water.tangentWorldNormal), _ReflectionDistortion); #else //Skip, not a good fit float3 refWorldNormal = water.waveNormal; #endif half3 reflectionViewDir = water.viewDir; #if _REFLECTION_PROBE_BOX_PROJECTION //Use the camera's forward vector when the camera is orthographic if(unity_OrthoParams.w == 1) reflectionViewDir = GetWorldSpaceViewDir(positionWS); #endif half3 reflectionVector = reflect(-reflectionViewDir, refWorldNormal); #if !_RIVER //Ensure only the top hemisphere of the reflection probe is used //reflectionVector.y = max(0, reflectionVector.y); #endif //Pixel offset for planar reflection, sampled in screen-space float3 reflectionOffsetVector = lerp(water.vertexNormal, water.tangentWorldNormal, _ReflectionDistortion); #if _ADVANCED_SHADING //reflectionOffsetVector = TransformWorldToViewDir(reflectionOffsetVector); //reflectionOffsetVector.xz = reflectionOffsetVector.xy; #endif float2 reflectionPixelOffset = (reflectionOffsetVector.xz * scene.positionSS.w * SCREENSPACE_REFLECTION_DISTORTION_MULTIPLIER).xy; water.reflections = SampleReflections(reflectionVector, _ReflectionBlur, scene.positionSS.xyzw, positionWS, refWorldNormal, water.viewDir, reflectionPixelOffset, _PlanarReflectionsEnabled); //return float4(water.reflections, 1.0); float reflectionFresnel = ReflectionFresnel(refWorldNormal, water.viewDir * faceSign, _ReflectionFresnel); //return float4(reflectionFresnel.xxx, 1.0); water.reflectionMask = _ReflectionStrength * reflectionFresnel; water.reflectionLighting = 1-_ReflectionLighting; #if _UNLIT //Nullify, otherwise reflections turn black water.reflectionLighting = 1.0; #endif #endif #endif /* ======== // COMPOSITION =========== */ #if COLLAPSIBLE_GROUP //Foam application on top of everything up to this point #if _FOAM //Mitigate color bleeding into the foam by scaling it water.albedo.rgb = lerp(water.albedo.rgb, _FoamColor.rgb, saturate(water.foam * 2.0)); #endif #if _SHARP_INERSECTION || _SMOOTH_INTERSECTION //Layer intersection on top of everything water.albedo.rgb = lerp(water.albedo.rgb, _IntersectionColor.rgb, water.intersection); #endif #if _FOAM || _SHARP_INERSECTION || _SMOOTH_INTERSECTION //Sum values to compose alpha water.alpha = saturate(water.alpha + water.intersection + water.foam); #endif #ifndef _ENVIRONMENTREFLECTIONS_OFF //Foam complete, use it to mask out the reflection (considering that foam is rough) water.reflectionMask = saturate(water.reflectionMask - water.foam - water.intersection) * _ReflectionStrength; //return float4(reflectionFresnel.xxx, 1); #if !_UNLIT //Blend reflection with albedo. Diffuse lighting will affect it water.albedo.rgb = lerp(water.albedo, lerp(water.albedo.rgb, water.reflections, water.reflectionMask), _ReflectionLighting); //return float4(water.albedo.rgb, 1); #endif #endif //return float4(water.reflections.rgb, 1); #if !_UNLIT //Blend between smooth geometry normal and normal map for diffuse lighting water.diffuseNormal = lerp(water.waveNormal, water.tangentWorldNormal, _NormalStrength); #endif #if _FLAT_SHADING //Moving forward, consider the tangent world normal the same as the flat-shaded normals water.tangentWorldNormal = water.waveNormal; #endif //Horizon color (note: not using normals, since they are perturbed by waves) float fresnel = saturate(pow(VdotN, _HorizonDistance)) * _HorizonColor.a; #if UNDERWATER_ENABLED fresnel *= water.vFace; #endif water.albedo.rgb = lerp(water.albedo.rgb, _HorizonColor.rgb, fresnel); #if UNITY_COLORSPACE_GAMMA //Gamma-space is likely a choice, enabling this will have the water stand out from non gamma-corrected shaders //water.albedo.rgb = LinearToSRGB(water.albedo.rgb); #endif //Final alpha water.edgeFade = saturate(scene.verticalDepth / (_EdgeFade * 0.01)); #if UNDERWATER_ENABLED water.edgeFade = lerp(1.0, water.edgeFade, water.vFace); #endif water.alpha *= water.edgeFade; #endif /* ======== // TRANSLUCENCY =========== */ TranslucencyData translucencyData = (TranslucencyData)0; #if _TRANSLUCENCY float scatteringMask = 1.0; scatteringMask = saturate((water.fog + water.edgeFade) - (water.reflectionMask * water.vFace)) * water.shadowMask; scatteringMask -= water.foam; scatteringMask = saturate(scatteringMask); //return float4(scatteringMask.xxx, 1); translucencyData = PopulateTranslucencyData(_ShallowColor.rgb, mainLight.direction, mainLight.color, water.viewDir, water.waveNormal, water.tangentWorldNormal, scatteringMask, _TranslucencyStrength, _TranslucencyStrengthDirect * water.vFace, _TranslucencyExp, _TranslucencyCurvatureMask * water.vFace, true); #if UNDERWATER_ENABLED //Override the strength of the effect for the backfaces, to match the underwater shading post effect translucencyData.strength *= lerp(_UnderwaterFogBrightness * _UnderwaterSubsurfaceStrength, 1, water.vFace); #endif #endif /* ======== // UNITY SURFACE & INPUT DATA =========== */ #if COLLAPSIBLE_GROUP SurfaceData surfaceData = (SurfaceData)0; surfaceData.albedo = water.albedo.rgb; surfaceData.specular = water.specular.rgb; surfaceData.metallic = 0; surfaceData.smoothness = 0; surfaceData.normalTS = water.tangentNormal; surfaceData.emission = 0; //To be populated with translucency+caustics surfaceData.occlusion = 1.0; surfaceData.alpha = water.alpha; //https://github.com/Unity-Technologies/Graphics/blob/31106afc882d7d1d7e3c0a51835df39c6f5e3073/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl#L34 InputData inputData = (InputData)0; inputData.positionWS = positionWS; inputData.viewDirectionWS = water.viewDir; inputData.shadowCoord = shadowCoords; #if UNDERWATER_ENABLED //Flatten normals for underwater lighting (distracting, peers through the fog) inputData.normalWS = lerp(water.waveNormal, water.tangentWorldNormal, water.vFace); #else inputData.normalWS = water.tangentWorldNormal; #endif inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = 0; #if defined(DYNAMICLIGHTMAP_ON) && UNITY_VERSION >= 202120 inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.vertexSH, inputData.normalWS); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) #if UNITY_VERSION >= 600009 //Not supported, but patched to avoid compile error inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, 1, 1); #else inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy); #endif #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); #endif #if UNITY_VERSION >= 202020 inputData.shadowMask = shadowMask; #endif //Lightmap(static+dynamic) or SH //return float4(inputData.bakedGI, 1.0); #endif //return float4(surfaceData.emission, 1.0); /* ======== // RENDERING DEBUGGER (URP 12+) =========== */ #if COLLAPSIBLE_GROUP #if UNITY_VERSION >= 202120 && defined(DEBUG_DISPLAY) inputData.positionCS = input.positionCS; #if _NORMALMAP inputData.tangentToWorld = water.tangentToWorldMatrix; #else inputData.tangentToWorld = 0; #endif inputData.normalizedScreenSpaceUV = scene.positionSS.xy / scene.positionSS.w; inputData.shadowMask = water.shadowMask.xxxx; #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.vertexSH; #endif surfaceData.emission = water.caustics; ApplyTranslucency(translucencyData, surfaceData.emission.rgb); inputData.brdfDiffuse = surfaceData.albedo; inputData.brdfSpecular = surfaceData.specular; inputData.uv = uv; inputData.mipCount = 0; inputData.texelSize = float4(1/uv.x, 1/uv.y, uv.x, uv.y); inputData.mipInfo = 0; half4 debugColor; if (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS) { return float4(water.reflections * (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS ? water.reflectionMask : 1), 1.0); } if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) { return debugColor; } #endif #endif float4 finalColor = float4(ApplyLighting(surfaceData, scene.color, mainLight, inputData, water, translucencyData, _ShadowStrength, water.vFace), water.alpha); #if _REFRACTION finalColor.rgb = lerp(scene.color.rgb, finalColor.rgb, saturate(water.fog + water.intersection + water.foam)); //The opaque color texture is now used. The "real" alpha value is solely the edge fade factor water.alpha = water.edgeFade; #endif half fogMask = 1.0; #if UNDERWATER_ENABLED //Limit to front faces as underwater fog already applies to the bottom fogMask = water.vFace; #endif ApplyFog(finalColor.rgb, inputData.fogCoord, scene.positionSS, positionWS, fogMask); #if UNDERWATER_ENABLED float3 underwaterColor = ShadeUnderwaterSurface(surfaceData.albedo.rgb, surfaceData.emission.rgb, surfaceData.specular.rgb, scene.color.rgb, scene.skyMask, backfaceShadows, inputData.positionWS, inputData.normalWS, water.tangentWorldNormal, water.viewDir, scene.positionSS.xy, _ShallowColor.rgb, _BaseColor.rgb, water.vFace, _UnderwaterSurfaceSmoothness, _UnderwaterRefractionOffset); finalColor.rgb = lerp(underwaterColor, finalColor.rgb, water.vFace); water.alpha = lerp(1.0, water.alpha, water.vFace); #endif #ifdef COZY //water.alpha = max(water.alpha, GetStylizedFogDensity(positionWS)); #endif finalColor.a = water.alpha; #if _RIVER //Vertex color green channel controls real alpha in this case (not the color depth gradient) finalColor.a = water.alpha * saturate(water.alpha - vertexColor.g); #endif return finalColor; }