ToriaAssets/Sources/Shaders/CalmWater_Helper.cginc

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2026-05-19 12:20:15 +02:00
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
#ifndef CALMWATER_HELPER_INCLUDED
#define CALMWATER_HELPER_INCLUDED
sampler2D _GrabTexture;
sampler2D_float _CameraDepthTexture; //Fix for depth precision
sampler2D _MainTex, _BumpMap, _BumpMapLarge, _FlowMap, _CapsMask, _FoamTex, _CausticsTex, _ReflectionTex, _DisplacementTex;
half4 _BumpMap_ST, _BumpMapLarge_ST, _FlowMap_ST, _CapsMask_ST, _FoamTex_ST, _CausticsTex_ST, _DisplacementTex_ST;
samplerCUBE _Cube;
fixed4 _Color, _DepthColor, _CubeColor, _FoamColor, _ScatterColor;
#ifndef LIGHTING_INCLUDED
fixed3 _SpecColor;
uniform fixed4 _LightColor0;
#endif
half4 _GrabTexture_TexelSize;
float _EdgeFade, _BumpStrength, _BumpLargeStrength, _FlowSpeed, _FlowIntensity;
float _DepthStart, _DepthEnd, _Distortion, _Reflection, _RimPower, _FoamSize, _CapsSpeed, _CapsIntensity, _CapsSize, _CubeDist;
float _CausticsIntensity, _CausticsStart, _CausticsEnd, _CausticsSpeed;
float _Amplitude, _Frequency, _Speed, _Steepness;
float4 _Speeds, _SpeedsLarge, _WSpeed, _WDirectionAB, _WDirectionCD, _ScatterParams, _DisplacementSpeed;
half _Smoothness;
float _Tess, _Smoothing,_specFresnel, _specIntensity;
#ifndef LIGHTCOLOR
#define LIGHTCOLOR
#endif
// =====================================
// Lighting
// =====================================
// NOTE: some intricacy in shader compiler on some GLES2.0 platforms (iOS) needs 'viewDir' & 'h'
// to be mediump instead of lowp, otherwise specular highlight becomes too bright.
// Lighting Terms ===============================================================================
half DiffuseTerm (half3 normalDir,half3 lightDir){
return max (0, dot(normalDir,lightDir));
}
half NdotVTerm(half3 normalDir,half3 viewDir){
return dot(normalDir,viewDir);
}
half3 SpecularColor (half gloss, half3 lightDir,half3 viewDir,half3 normalDir)
{
half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, normalDir)));
//half diffuseFactor = max(0.0, dot(normalDir, lightDir));
half3 spec = pow(reflectiveFactor, gloss * 128);
return _LightColor0.rgb * _SpecColor.rgb * spec;
}
float FresnelSpecular(float NdotV, float power)
{
float fresnel = pow(max(0.0, 1.0 - NdotV), power);
float result = fresnel * fresnel;
return saturate(result);
}
// Helpers ======================================================================================
float smootherstep(float x) {
x = saturate(x);
return saturate(x * x * x * (x * (6 * x - 15) + 10));
}
inline float4 AnimateBump(float2 uv){
// #if _WORLDSPACE_ON
// uv = -uv;
// #endif
//
float4 coords;
coords.xy = TRANSFORM_TEX(uv,_BumpMap);
coords.zw = TRANSFORM_TEX(uv,_BumpMap) * 0.5;
coords += frac(_Speeds * _Time.x);
return coords;
}
inline float2 AnimateLargeBump(half4 ST, float2 uv, float2 speed)
{
float2 coords;
coords = uv * ST.xy + ST.zw;
coords += frac(speed * _Time.x);
return coords;
}
inline half3 SafeNormalize(half3 inVec)
{
half dp3 = max(0.001f, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
inline fixed4 SampleFlowMap(
sampler2D tex,
float2 texUV,
sampler2D flowMap,
float2 uv,
float speed,
float intensity)
{
half4 flowVal = (tex2D(flowMap, uv) * 2 - 1) * intensity;
float dif1 = frac(_Time.x * speed + 0.5);
float dif2 = frac(_Time.x * speed);
half lerpVal = abs((0.5 - dif1) / 0.5);
half4 col1 = tex2D(tex, texUV - flowVal.xy * dif1);
half4 col2 = tex2D(tex, texUV - flowVal.xy * dif2);
return lerp(col1, col2, lerpVal);
}
inline float4 OffsetUV(float4 uv, float2 offset)
{
#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE
uv.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(uv.z) + uv.xy;
#else
uv.xy = offset * uv.z + uv.xy;
#endif
return uv;
}
inline float4 OffsetDepth(float4 uv, float2 offset)
{
uv.xy = offset * uv.z + uv.xy;
return uv;
}
inline float texDepth (sampler2D_float _Depth, float4 uv)
{
return LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_Depth, UNITY_PROJ_COORD(uv)));
}
inline half3 WorldNormal(half3 t0,half3 t1, half3 t2, half3 bump)
{
return normalize( half3( dot(t0, bump) , dot(t1, bump) , dot(t2, bump) ) );
}
inline float3 ProjectedWorldPos(float3 worldPos, float sceneDepth, float pixelDepth)
{
float3 pos = worldPos - _WorldSpaceCameraPos;
float depthDiff = sceneDepth / pixelDepth;
pos.xyz *= depthDiff;
pos.xyz += _WorldSpaceCameraPos;
return pos;
}
inline float DistanceFade(float depth, float pixelDepth, float start, float end)
{
float dist = (abs(depth - pixelDepth) - end) / (start - end);
return saturate(dist);
}
//==========================================================================================================
// Rim
//==========================================================================================================
inline fixed RimLight (half3 vDir,fixed3 n,fixed rimPower)
{
return pow(1.0 - saturate(dot(SafeNormalize(vDir),n)),rimPower);
}
//==========================================================================================================
// UnpackNormals blend and scale
//==========================================================================================================
half3 UnpackNormalScale(half4 n1, half scale)
{
#if defined(UNITY_NO_DXT5nm)
half3 normal = normalize((n1.xyz * 2 - 1));
#if (SHADER_TARGET >= 30)
normal.xy *= scale;
#endif
return normal;
#else
half3 normal;
normal.xy = (n1.wy * 2 - 1);
#if (SHADER_TARGET >= 30)
normal.xy *= scale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normalize(normal);
#endif
}
half3 UnpackNormalBlend ( half4 n1, half4 n2, half scale)
{
#if defined(UNITY_NO_DXT5nm)
half3 normal = normalize((n1.xyz * 2 - 1) + (n2.xyz * 2 - 1));
#if (SHADER_TARGET >= 30)
normal.xy *= scale;
#endif
return normal;
#else
half3 normal;
normal.xy = (n1.wy * 2 - 1) + (n2.wy * 2 - 1);
#if (SHADER_TARGET >= 30)
normal.xy *= scale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normalize(normal);
#endif
}
half3 UnpackNormalBlend ( half4 n1, half4 n2,half4 n3, half scale, half scaleLarge)
{
#if defined(UNITY_NO_DXT5nm)
#if (SHADER_TARGET >= 30)
half3 normal = (n1.xyz * 2 - 1) + (n2.xyz * 2 - 1);
normal.xy *= scale;
half3 normal2 = (n3.xyz * 2 - 1);
normal2.xy *= scaleLarge;
normal = normalize(normal + normal2);
#else
half3 normal = normalize((n1.xyz * 2 - 1) + (n2.xyz * 2 - 1) + (n3.xyz * 2 - 1) );
#endif
return normal;
#else
half3 normal;
#if (SHADER_TARGET >= 30)
normal.xy = ((n1.wy * 2 - 1) + (n2.wy * 2 - 1)) * scale + (n3.wy * 2 - 1) * scaleLarge;
#else
normal.xy = (n1.wy * 2 - 1) + (n2.wy * 2 - 1) + (n3.wy * 2 - 1);
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normalize(normal);
#endif
}
// =======================================================
// Displacement
// =======================================================
void Wave (out half3 offs, out half3 nrml, half3 vtx, half4 tileableVtx,half amplitude ,half frequency,half s)
{
float4 v0 = tileableVtx;
float4 v1 = v0 + float4(0.05,0,0,0);
float4 v2 = v0 + float4(0,0,0.05,0);
float speed = s * _Time.y;
amplitude *= 0.01;
v0.y += sin ( speed + (v0.x * frequency )) * amplitude;
v1.y += sin ( speed + (v1.x * frequency )) * amplitude;
v2.y += sin ( speed + (v2.x * frequency )) * amplitude;
v0.y -= cos ( speed + (v0.z * frequency )) * amplitude;
v1.y -= cos ( speed + (v1.z * frequency )) * amplitude;
v2.y -= cos ( speed + (v2.z * frequency )) * amplitude;
v1.y -= (v1.y - v0.y) * (1 - _Smoothing);
v2.y -= (v2.y - v0.y) * (1 - _Smoothing);
float3 vna = cross(v2-v0,v1-v0);
float4 vn = mul(float4x4(unity_WorldToObject), float4(vna,0) );
nrml = normalize (vn).xyz;
offs = mul(float4x4(unity_WorldToObject),v0).xyz;
}
half3 GerstnerNormal (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 nrml = half3(0,2.0,0);
half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
nrml.x -= dot(COS, half4(AB.xz, CD.xz));
nrml.z -= dot(COS, half4(AB.yw, CD.yw));
nrml.xz *= _Smoothing;
nrml = normalize (nrml);
return nrml;
}
half3 GerstnerOffset (half2 xzVtx, half steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
{
half3 offsets;
half4 AB = steepness * amp.xxyy * dirAB.xyzw;
half4 CD = steepness * amp.zzww * dirCD.xyzw;
half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
half4 TIME = _Time.yyyy * speed;
half4 COS = cos (dotABCD + TIME);
half4 SIN = sin (dotABCD + TIME);
offsets.x = dot(COS, half4(AB.xz, CD.xz));
offsets.z = dot(COS, half4(AB.yw, CD.yw));
offsets.y = dot(SIN, amp);
return offsets;
}
void Gerstner ( out half3 offs, out half3 nrml,
half3 vtx, half3 tileableVtx,
half4 amplitude, half4 frequency, half4 steepness,
half4 speed, half4 directionAB, half4 directionCD)
{
offs = GerstnerOffset(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
nrml = GerstnerNormal(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
}
// Texture Displacement
float sampleDisplacementTexture(float2 uv)
{
uv *= _DisplacementTex_ST.xy * 0.1;
uv += _DisplacementTex_ST.zw;
float4 uv1 = float4(uv + frac(_DisplacementSpeed.xy * _Time.x), 0, 0);
float4 uv2 = float4(uv * float2(0.5, 0.5) - frac(_DisplacementSpeed.zw * _Time.x * 0.5) , 0, 0);
float wave1 = tex2Dlod(_DisplacementTex, uv1);
float wave2 = tex2Dlod(_DisplacementTex, uv2);
float waveMix = wave1 + wave2;
return waveMix * 2.0 - 1.0;
}
void TextureDisplacement( out half3 offs, out half3 nrml, float4 vtx, float intensity, float vectorLength)
{
float4 v0 = vtx;
float4 v1 = v0 + float4(vectorLength, 0.0, 0.0, 0.0);
float4 v2 = v0 + float4(0.0, 0.0, vectorLength, 0.0);
float2 v0UV = mul(unity_ObjectToWorld, v0).xz;
float2 v1UV = mul(unity_ObjectToWorld, v1).xz;
float2 v2UV = mul(unity_ObjectToWorld, v2).xz;
v0.y += sampleDisplacementTexture(v0UV) * intensity;
v1.y += sampleDisplacementTexture(v1UV) * intensity;
v2.y += sampleDisplacementTexture(v2UV) * intensity;
offs = v0;
float3 vn = cross(v2.xyz - v0.xyz, v1.xyz - v0.xyz);
vn.xz *= _Smoothing.xx;
nrml = normalize(vn);
}
#endif