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

159 lines
4.9 KiB
HLSL

//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
struct Attributes
{
float4 positionOS : POSITION;
float4 uv : TEXCOORD0;
float4 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 color : COLOR0;
float2 staticLightmapUV : TEXCOORD1;
float2 dynamicLightmapUV : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 uv : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) //No shadow cascades
float4 shadowCoord : TEXCOORD2;
#endif
//wPos.x in w-component
float4 normalWS : NORMAL;
#if _NORMALMAP
//wPos.y in w-component
float4 tangent : TANGENT;
//wPos.z in w-component
float4 bitangent : TEXCOORD4;
#else
float3 positionWS : TEXCOORD4;
#endif
float4 screenPos : TEXCOORD5;
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 8);
#ifdef DYNAMICLIGHTMAP_ON
float2 dynamicLightmapUV : TEXCOORD9; // Dynamic lightmap UVs
#endif
float4 positionCS : SV_POSITION;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings LitPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#if defined(CURVEDWORLD_NORMAL_TRANSFORMATION_ON)
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normalOS.xyz, input.tangentOS)
#else
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
#endif
#endif
output.uv.xy = input.uv.xy;
output.uv.z = _TimeParameters.x;
output.uv.w = 0;
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 offset = 0;
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS.xyz, input.tangentOS);
if(_WorldSpaceUV > 0)
{
//Tangents are to be in world-space as well. Otherwise the rotation of the water plane also rotates the tangents
normalInput.tangentWS = real3(1.0, 0.0, 0.0);
normalInput.bitangentWS = real3(0.0, 0.0, 1.0);
}
float4 vertexColor = GetVertexColor(input.color.rgba, float4(_IntersectionSource > 0 ? 1 : 0, _VertexColorDepth, _VertexColorWaveFlattening, _VertexColorFoam));
#if !defined(SHADERPASS_DISPLACEMENT) //Displacement will be calculated per pixel
#if _WAVES && !defined(TESSELLATION_ON)
float2 uv = GetSourceUV(input.uv.xy, positionWS.xz, _WorldSpaceUV);
//Vertex animation
WaveInfo waves = GetWaveInfo(uv, positionWS, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
//Offset in direction of normals (only when using mesh uv)
if(_WorldSpaceUV == 0) waves.position *= normalInput.normalWS.xyz;
offset += waves.position.xyz;
#endif
#if DYNAMIC_EFFECTS_ENABLED
if(_ReceiveDynamicEffects)
{
float4 effectsData = SampleDynamicEffectsData(positionWS.xyz + offset.xyz);
half falloff = 1.0;
#if defined(TESSELLATION_ON)
falloff = saturate(1.0 - (distance(positionWS.xyz, GetCurrentViewPosition() - _TessMin)) / (_TessMax - _TessMin));
#endif
offset.y += effectsData[DE_DISPLACEMENT_CHANNEL] * falloff;
}
#endif
#endif //!defined(SHADERPASS_DISPLACEMENT)
//Apply vertex displacements
positionWS += offset;
output.positionCS = TransformWorldToHClip(positionWS);
half fogFactor = InitializeInputDataFog(float4(positionWS, 1.0), output.positionCS.z);
output.screenPos = ComputeScreenPos(output.positionCS);
output.normalWS = float4(normalInput.normalWS, positionWS.x);
#if _NORMALMAP
output.tangent = float4(normalInput.tangentWS, positionWS.y);
output.bitangent = float4(normalInput.bitangentWS, positionWS.z);
#else
output.positionWS = positionWS.xyz;
#endif
//Lambert shading
half3 vertexLight = 0;
#ifdef _ADDITIONAL_LIGHTS_VERTEX
vertexLight = VertexLighting(positionWS, normalInput.normalWS);
#endif
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
output.color = vertexColor;
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if UNITY_VERSION >= 600009
OUTPUT_SH4(positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH, 1);
#elif UNITY_VERSION >= 202320 //Note: actually available from 2023.1.7+ (URP 15.0.8)
OUTPUT_SH4(positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH);
#else
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.positionCS;
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}