CapersProject/Assets/StylizedWater2/Shaders/Libraries/Caustics.hlsl
2024-08-06 16:37:03 +09:00

59 lines
1.8 KiB
HLSL

#include "Common.hlsl"
bool _EnableDirectionalCaustics;
float4x4 CausticsProjection;
TEXTURE2D(_CausticsTex);
SAMPLER(sampler_CausticsTex);
float2 GetCausticsProjection(in float4 positionCS, in float3 lightDir, float3 positionWS, inout half attenuation)
{
#if !_DISABLE_DEPTH_TEX
if(_EnableDirectionalCaustics)
{
#if ADVANCED_SHADING
const float3 sceneWorldNormal = ReconstructWorldNormal(positionCS);
const half NdotL = saturate(dot(sceneWorldNormal, lightDir));
attenuation *= NdotL;
#endif
//CausticsProjection matrix set up through scripting
return mul(CausticsProjection, float4(positionWS, 1.0)).xy;
}
#endif
return positionWS.xz;
}
float3 SampleCaustics(float2 uv, float2 time, float tiling, float chromance)
{
//return SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv * tiling).rgb;
float3 caustics1 = SAMPLE_TEXTURE2D_LOD(_CausticsTex, sampler_CausticsTex, uv * tiling + (time.xy), 0).rgb;
float3 caustics2 = SAMPLE_TEXTURE2D_LOD(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.8) - (time.xy), 0).rgb;
#if UNITY_COLORSPACE_GAMMA
caustics1 = SRGBToLinear(caustics1);
caustics2 = SRGBToLinear(caustics2);
#endif
float3 caustics = min(caustics1, caustics2) * 2.0;
//float3 caustics = (caustics1 +caustics2);
#if HQ_CAUSTICS
float3 caustics3 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.6) + (time.xy * 1.2)).rgb * 1;
float3 caustics4 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.55) - (time.xy * 1.2)).rgb * 1;
caustics4 = min(caustics3, caustics4);
caustics = min(caustics, caustics4) * 2.0;
#endif
return lerp(caustics.rrr, caustics.rgb, chromance);
}
//Backwards compatibility for Underwater Rendering
float3 SampleCaustics(float2 uv, float2 time, float tiling)
{
return SampleCaustics(uv, time, tiling, 1.0);
}