OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/Underwater/SphereMappedDistortion.shader
2023-12-14 23:58:32 +09:00

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Shader "Hidden/StylizedWater2/SphereMappedDistortionOffset"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off //Mesh already has flipped normals
ZClip Off
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "../Libraries/URP.hlsl" //Required to find DecodeHDREnvironment down the line
#include "UnderwaterEffects.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 positionOS : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
//Mesh is rendered at Matrix4x4.identity, hence vertices are transformed manually
//Scale to the projection's field of view
//Additional scale increases noise frequency, but also offers more variety
output.positionOS = input.positionOS.xyz * unity_CameraInvProjection._m11;
//Position to camera origin
output.positionWS.xyz = _WorldSpaceCameraPos.xyz + output.positionOS;
output.positionCS = TransformWorldToHClip(output.positionWS);
return output;
}
float4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float offset = MapWorldSpaceDistortionOffsets(input.positionOS);
return float4(offset.xxx, 1.0);
}
ENDHLSL
}
}
}