2023-11-13 06:48:15 +00:00
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//Stylized Water 2
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//Staggart Creations (http://staggart.xyz)
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//Copyright protected under Unity Asset Store EULA
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#if defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL)
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// AMD recommends this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
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#define MAX_TESSELLATION_FACTORS 15.0
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#else
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#define MAX_TESSELLATION_FACTORS 64.0
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#endif
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#if defined(SHADER_API_GLES2)
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#warning Current graphics API does not support tessellation, falling back to non-tessellated shader automatically.
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#else
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#define UNITY_CAN_COMPILE_TESSELLATION
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#endif
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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float4 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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#ifdef LIGHTMAP_ON
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float2 staticLightmapUV : TEXCOORD1;
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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VertexControl VertexTessellation(Attributes input)
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.tangentOS = input.tangentOS;
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output.uv.xy = input.uv.xy;
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output.uv.z = _TimeParameters.x;
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output.uv.w = 0;
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output.color = input.color;
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#ifdef LIGHTMAP_ON
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output.staticLightmapUV = input.staticLightmapUV.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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return output;
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}
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float CalcDistanceTessFactor(float4 positionOS, float minDist, float maxDist, float tess)
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{
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float3 positionWS = TransformObjectToWorld(positionOS.xyz).xyz;
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float dist = distance(positionWS, GetCurrentViewPosition());
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float f = (1.0-saturate((dist - minDist) / (maxDist - minDist)) + 0.001) * tess;
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#if DYNAMIC_EFFECTS_ENABLED
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//Doesn't seem to work somehow
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//f += SampleDynamicEffectsDisplacement(positionWS.xyz) * tess;
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#endif
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist)
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{
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float3 f;
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f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess);
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f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess);
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f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess);
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//Don't use the Core RP version, creates cracks on edges
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return CalcTriEdgeTessFactors(f);
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}
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TessellationFactors HullConstant(InputPatch<VertexControl, 3> patch)
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{
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TessellationFactors output;
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float4 tf = DistanceBasedTess(patch[0].positionOS, patch[1].positionOS, patch[2].positionOS, _TessValue, _TessMin, _TessMax);
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UNITY_SETUP_INSTANCE_ID(patch[0]);
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output.edge[0] = tf.x;
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output.edge[1] = tf.y;
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output.edge[2] = tf.z;
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output.inside = tf.w;
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return output;
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}
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[maxtessfactor(MAX_TESSELLATION_FACTORS)]
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("HullConstant")]
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[outputcontrolpoints(3)]
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VertexControl Hull(InputPatch<VertexControl, 3> input, uint id : SV_OutputControlPointID)
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{
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return input[id];
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}
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#define TESSELLATION_INTERPOLATE_BARY_URP(name, bary) output.name = input[0].name * bary.x + input[1].name * bary.y + input[2].name * bary.z
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[domain("tri")]
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Varyings Domain(TessellationFactors factors, OutputPatch<VertexControl, 3> input, float3 baryCoords : SV_DomainLocation)
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{
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Attributes output = (Attributes)0;
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TESSELLATION_INTERPOLATE_BARY_URP(positionOS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY_URP(uv, baryCoords);
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TESSELLATION_INTERPOLATE_BARY_URP(normalOS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY_URP(tangentOS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY_URP(color, baryCoords);
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#if defined(LIGHTMAP_ON)
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TESSELLATION_INTERPOLATE_BARY_URP(staticLightmapUV, baryCoords);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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TESSELLATION_INTERPOLATE_BARY_URP(dynamicLightmapUV, baryCoords);
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#endif
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//Tessellation does not work entirely correct with GPU instancing
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UNITY_TRANSFER_INSTANCE_ID(input[0], output);
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2023-12-15 06:15:44 +00:00
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#if !defined(SHADERPASS_DISPLACEMENT) //Displacement will be calculated per pixel
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2023-11-13 06:48:15 +00:00
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#if _WAVES && defined(TESSELLATION_ON)
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//Required to repeat these
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VertexNormalInputs normalInput = GetVertexNormalInputs(output.normalOS.xyz, output.tangentOS);
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float3 positionWS = TransformObjectToWorld(output.positionOS.xyz);
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float4 vertexColor = GetVertexColor(output.color.rgba, float4(_IntersectionSource > 0 ? 1 : 0, _VertexColorDepth, _VertexColorWaveFlattening, _VertexColorFoam));
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//Returns mesh or world-space UV
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float2 uv = GetSourceUV(output.uv.xy, positionWS.xz, _WorldSpaceUV);
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//Vertex animation
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WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
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//Offset in direction of normals (only when using mesh uv)
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if(_WorldSpaceUV == 0) waves.position *= normalInput.normalWS.xyz;
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positionWS += waves.position;
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output.positionOS.xyz = TransformWorldToObject(positionWS);
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#endif
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2023-12-15 06:15:44 +00:00
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#endif
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2023-11-13 06:48:15 +00:00
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//Wave animation is skipped here
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return LitPassVertex(output);
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}
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