OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/Libraries/Features.hlsl
2023-08-01 13:03:57 +09:00

149 lines
4.5 KiB
HLSL

//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
TEXTURE2D(_FoamTex);
SAMPLER(sampler_FoamTex);
TEXTURE2D(_BumpMapLarge);
TEXTURE2D(_BumpMapSlope);
float3 BlendTangentNormals(float3 a, float3 b)
{
#if _ADVANCED_SHADING
return BlendNormalRNM(a, b);
#else
return BlendNormal(a, b);
#endif
}
float3 SampleNormals(float2 uv, float3 wPos, float2 time, float speed, float slope, int vFace)
{
float4 uvs = PackedUV(uv, time, speed);
float3 n1 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.xy));
float3 n2 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.zw));
float3 blendedNormals = BlendTangentNormals(n1, n2);
#ifdef QUAD_NORMAL_SAMPLES
uvs = PackedUV(uv, time.yx, speed);
float3 n4 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.xy * 0.5));
float3 n5 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uvs.zw * 0.5));
blendedNormals = BlendTangentNormals(blendedNormals, BlendTangentNormals(n4, n5));
#endif
#if _DISTANCE_NORMALS
float pixelDist = length(GetCurrentViewPosition().xyz - wPos.xyz);
#if UNDERWATER_ENABLED
//Use vertical distance only for backfaces (underwater). This ensures tiling is reduced when moving deeper into the water, vertically
pixelDist = lerp(length(GetCurrentViewPosition().xz - wPos.xz), pixelDist, vFace);
#endif
float fadeFactor = saturate((_DistanceNormalsFadeDist.y - pixelDist) / (_DistanceNormalsFadeDist.y-_DistanceNormalsFadeDist.x));
float3 largeBlendedNormals;
uvs = PackedUV(uv * _DistanceNormalsTiling, time, speed * 0.5);
float3 n1b = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapLarge, sampler_BumpMap, uvs.xy));
#if _ADVANCED_SHADING //Use 2nd texture sample
float3 n2b = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapLarge, sampler_BumpMap, uvs.zw));
largeBlendedNormals = BlendTangentNormals(n1b, n2b);
#else
largeBlendedNormals = n1b;
#endif
blendedNormals = lerp(largeBlendedNormals, blendedNormals, fadeFactor);
#endif
#if _RIVER
uvs = PackedUV(uv, time, speed * _SlopeSpeed);
uvs.xy = uvs.xy * float2(1, 1-_SlopeStretching);
float3 n3 = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapSlope, sampler_BumpMap, uvs.xy));
#if _ADVANCED_SHADING
n3 = BlendTangentNormals(n3, UnpackNormal(SAMPLE_TEXTURE2D(_BumpMapSlope, sampler_BumpMap, uvs.zw)));
#endif
blendedNormals = lerp(blendedNormals, n3, slope);
#endif
#ifdef WAVE_SIMULATION
BlendWaveSimulation(wPos, blendedNormals);
#endif
return blendedNormals;
}
float SampleIntersection(float2 uv, float gradient, float2 time)
{
float inter = 0;
float dist = 0;
#if _SHARP_INERSECTION
float sine = sin(time.y * 10 - (gradient * _IntersectionRippleDist)) * _IntersectionRippleStrength;
float2 nUV = float2(uv.x, uv.y) * _IntersectionTiling;
float noise = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, nUV + time.xy).r;
dist = saturate(gradient / _IntersectionFalloff);
noise = saturate((noise + sine) * dist + dist);
inter = step(_IntersectionClipping, noise);
#endif
#if _SMOOTH_INTERSECTION
float noise1 = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, (float2(uv.x, uv.y) * _IntersectionTiling) + (time.xy )).r;
float noise2 = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, (float2(uv.x, uv.y) * (_IntersectionTiling * 1.5)) - (time.xy )).r;
#if UNITY_COLORSPACE_GAMMA
noise1 = SRGBToLinear(noise1);
noise2 = SRGBToLinear(noise2);
#endif
dist = saturate(gradient / _IntersectionFalloff);
inter = saturate(noise1 + noise2 + dist) * dist;
#endif
return saturate(inter);
}
float SampleFoam(float2 uv, float2 time, float clipping, float mask, float slope)
{
#if _FOAM
float4 uvs = PackedUV(uv, time, _FoamSpeed, 0.5, 0.15);
float f1 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, uvs.xy).r;
float f2 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, uvs.zw).r;
#if UNITY_COLORSPACE_GAMMA
f1 = SRGBToLinear(f1);
f2 = SRGBToLinear(f2);
#endif
float foam = saturate(f1 + f2) * mask;
#if _RIVER //Slopes
uvs = PackedUV(uv, time, _FoamSpeed * _SlopeSpeed);
//Stretch UV vertically on slope
uvs.yw *= 1-_SlopeStretching;
//Cannot reuse the same UV, slope foam needs to be resampled and blended in
float f3 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, uvs.xy).r;
float f4 = SAMPLE_TEXTURE2D(_FoamTex, sampler_FoamTex, uvs.zw).r;
#if UNITY_COLORSPACE_GAMMA
f3 = SRGBToLinear(f3);
f4 = SRGBToLinear(f4);
#endif
half slopeFoam = saturate(f3 + f4);
foam = lerp(foam, slopeFoam, slope);
#endif
foam = smoothstep(clipping, 1.0, foam);
return foam;
#else
return 0;
#endif
}