OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/DynamicEffects/DisplacementToNormals.shader

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2023-12-14 14:58:32 +00:00
Shader "Hidden/StylizedWater2/DisplacementToNormals"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "DynamicEffects.hlsl"
struct Attributes
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
Varyings vert (Attributes input)
{
Varyings output;
output.vertex = TransformObjectToHClip(input.vertex.xyz);
output.uv = input.uv;
return output;
}
float _TexelSize;
#define STRENGTH 2.0
float4 frag (Varyings input) : SV_Target
{
float2 uv = input.uv;
float radius = _TexelSize;
const int mip = 0.0;
const float xLeft = SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy - float2(radius, 0.0)), mip)[DE_NORMALS_CHANNEL] * STRENGTH;
const float xRight = SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy + float2(radius, 0.0)), mip)[DE_NORMALS_CHANNEL] * STRENGTH;
const float yUp = SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy - float2(0.0, radius)), mip)[DE_NORMALS_CHANNEL] * STRENGTH;
const float yDown = SAMPLE_TEXTURE2D_LOD(_WaterDynamicEffectsBuffer, sampler_LinearClamp, float2(uv.xy + float2(0.0, radius)), mip)[DE_NORMALS_CHANNEL] * STRENGTH;
float xDelta = ((xLeft - xRight) + 1.0) * 0.5f;
float yDelta = ((yUp - yDown) + 1.0) * 0.5f;
float4 normals = float4(xDelta, yDelta, 1.0, yDelta);
return normals;
}
ENDHLSL
}
}
}