OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/Libraries/Caustics.hlsl
2023-12-15 15:15:44 +09:00

48 lines
1.4 KiB
HLSL

#include "Common.hlsl"
bool _EnableDirectionalCaustics;
float4x4 CausticsProjection;
TEXTURE2D(_CausticsTex);
SAMPLER(sampler_CausticsTex);
float2 GetCausticsProjection(in float4 positionCS, in float3 lightDir, float3 positionWS, inout half attenuation)
{
if(_EnableDirectionalCaustics)
{
#if ADVANCED_SHADING
const float3 sceneWorldNormal = ReconstructWorldNormal(positionCS);
const half NdotL = saturate(dot(sceneWorldNormal, lightDir));
attenuation *= NdotL;
#endif
//CausticsProjection matrix set up through scripting
return mul(CausticsProjection, float4(positionWS, 1.0)).xy;
}
return positionWS.xz;
}
float3 SampleCaustics(float2 uv, float2 time, float tiling)
{
float3 caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv * tiling + (time.xy)).rgb;
float3 caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.8) - (time.xy)).rgb;
#if UNITY_COLORSPACE_GAMMA
caustics1 = SRGBToLinear(caustics1);
caustics2 = SRGBToLinear(caustics2);
#endif
float3 caustics = min(caustics1, caustics2);
#if HQ_CAUSTICS
float3 caustics3 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.6) + (time.xy * 1.2)).rgb * 1;
float3 caustics4 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.55) - (time.xy * 1.2)).rgb * 1;
caustics4 = min(caustics3, caustics4);
caustics = min(caustics, caustics4) * 2.0;
#endif
return caustics;
}