//Stylized Water 2 //Staggart Creations (http://staggart.xyz) //Copyright protected under Unity Asset Store EULA #ifndef WATER_COMMON_INCLUDED #define WATER_COMMON_INCLUDED //As per the "Shader" section of the documentation, this is primarily used for synchronizing animations in networked applications. float _CustomTime; #define TIME_FRAG_INPUT _CustomTime > 0 ? _CustomTime : input.uv.z #define TIME_VERTEX_OUTPUT _CustomTime > 0 ? _CustomTime : output.uv.z #define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy) #define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy) #define HORIZONTAL_DISPLACEMENT_SCALAR 0.01 #define UP_VECTOR float3(0,1,0) #define RAD2DEGREE 57.29578 struct WaterSurface { uint vFace; float3 positionWS; float3 viewDelta; //Un-normalized view direction, float3 viewDir; //Normal from the base geometry, in world-space float3 vertexNormal; //Normal of geometry + waves float3 waveNormal; half3x3 tangentToWorldMatrix; //Tangent-space normal float3 tangentNormal; //World-space normal, include geometry+waves+normal map float3 tangentWorldNormal; //The normal used for diffuse lighting. float3 diffuseNormal; //Per-pixel offset vector float4 refractionOffset; float3 albedo; float3 reflections; float3 caustics; float3 specular; half reflectionMask; half reflectionLighting; float3 offset; float slope; float fog; float intersection; float foam; float alpha; float edgeFade; float shadowMask; }; //Set through the public static C# parameter: StylizedWater2.WaterObject.PositionOffset float3 _WaterPositionOffset; float2 GetSourceUV(float2 uv, float2 wPos, float state) { #ifdef _RIVER //World-space tiling is useless in this case return uv; #endif float2 output = lerp(uv, wPos - _WaterPositionOffset.xz, state); //Pixelize #ifdef PIXELIZE_UV output.x = (int)((output.x / 0.5) + 0.5) * 0.5; output.y = (int)((output.y / 0.5) + 0.5) * 0.5; #endif return output; } float4 GetVertexColor(float4 inputColor, float4 mask) { return inputColor * mask; } float DepthDistance(float3 wPos, float3 viewPos, float3 normal) { return length((wPos - viewPos) * normal); } float4 PackedUV(float2 sourceUV, float2 tiling, float2 time, float speed, float subTiling, float subSpeed) { float2 baseSpeed = speed.xx * tiling; float2 uv1 = (sourceUV.xy * tiling.xy) + (time.xy * baseSpeed); float2 tiling_uv2 = tiling * subTiling; float2 uv2 = (sourceUV.xy * tiling_uv2) + (time.xy * (speed.xx * subSpeed * tiling_uv2)); return float4(uv1.xy, uv2.xy); } struct SurfaceNormalData { float3 geometryNormalWS; float3 pixelNormalWS; float lightingStrength; float mask; }; float CalculateSlopeMask(float3 normalWS, float threshold, float falloff) { const float surfaceAngle = acos(dot(normalWS, UP_VECTOR) * 2.0 - 1.0) * RAD2DEGREE; const float start = surfaceAngle - threshold; const float end = threshold - falloff; return saturate((end - start) / (end - threshold)); } struct SceneDepth { float raw; float linear01; float eye; }; #define FAR_CLIP _ProjectionParams.z #define NEAR_CLIP _ProjectionParams.y //Scale linear values to the clipping planes for orthographic projection (unity_OrthoParams.w = 1 = orthographic) #define DEPTH_SCALAR lerp(1.0, FAR_CLIP - NEAR_CLIP, unity_OrthoParams.w) //Linear depth difference between scene and current (transparent) geometry pixel float SurfaceDepth(SceneDepth depth, float4 positionCS) { const float sceneDepth = (unity_OrthoParams.w == 0) ? depth.eye : LinearDepthToEyeDepth(depth.raw); const float clipSpaceDepth = (unity_OrthoParams.w == 0) ? LinearEyeDepth(positionCS.z, _ZBufferParams) : LinearDepthToEyeDepth(positionCS.z / positionCS.w); return sceneDepth - clipSpaceDepth; } //Return depth based on the used technique (buffer, vertex color, baked texture) SceneDepth SampleDepth(float4 screenPos) { SceneDepth depth = (SceneDepth)0; #ifndef _DISABLE_DEPTH_TEX screenPos.xyz /= screenPos.w; depth.raw = SampleSceneDepth(screenPos.xy); depth.eye = LinearEyeDepth(depth.raw, _ZBufferParams); depth.linear01 = Linear01Depth(depth.raw, _ZBufferParams) * DEPTH_SCALAR; #else depth.raw = 1.0; depth.eye = 1.0; depth.linear01 = 1.0; #endif return depth; } #define ORTHOGRAPHIC_SUPPORT #if defined(USING_STEREO_MATRICES) //Will never be used in VR, saves a per-fragment matrix multiplication #undef ORTHOGRAPHIC_SUPPORT #endif //Reconstruct world-space position from depth. float3 ReconstructWorldPosition(float4 screenPos, float3 viewDir, SceneDepth sceneDepth) { #if UNITY_REVERSED_Z real rawDepth = sceneDepth.raw; #else // Adjust z to match NDC for OpenGL real rawDepth = lerp(UNITY_NEAR_CLIP_VALUE, 1, sceneDepth.raw); #endif //return ComputeWorldSpacePosition(screenPos.xy / screenPos.w, rawDepth, UNITY_MATRIX_I_VP); #if defined(ORTHOGRAPHIC_SUPPORT) //View to world position float4 viewPos = float4((screenPos.xy/screenPos.w) * 2.0 - 1.0, rawDepth, 1.0); float4x4 viewToWorld = UNITY_MATRIX_I_VP; #if UNITY_REVERSED_Z //Wrecked since 7.3.1 "fix" and causes warping, invert second row https://issuetracker.unity3d.com/issues/shadergraph-inverse-view-projection-transformation-matrix-is-not-the-inverse-of-view-projection-transformation-matrix //Commit https://github.com/Unity-Technologies/Graphics/pull/374/files viewToWorld._12_22_32_42 = -viewToWorld._12_22_32_42; #endif float4 viewWorld = mul(viewToWorld, viewPos); float3 viewWorldPos = viewWorld.xyz / viewWorld.w; #endif //Projection to world position float3 camPos = GetCurrentViewPosition().xyz; float3 worldPos = sceneDepth.eye * (viewDir/screenPos.w) - camPos; float3 perspWorldPos = -worldPos; #if defined(ORTHOGRAPHIC_SUPPORT) return lerp(perspWorldPos, viewWorldPos, unity_OrthoParams.w); #else return perspWorldPos; #endif } #if UNITY_VERSION > 202110 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl" float3 ReconstructWorldNormal(float4 positionCS) { half3 normalVS = ReconstructNormalTap3(positionCS.xy); return normalVS; } #else float3 ReconstructWorldNormal(float4 positionCS) { return 0; } #endif #endif