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

908 lines
31 KiB
HLSL

//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;
}