forked from BilalY/Rasagar
133 lines
4.8 KiB
Plaintext
133 lines
4.8 KiB
Plaintext
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Shader "Hidden/BoatAttack/Caustics"
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{
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Properties
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{
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//Vector1_F3303B3C("Speed", Float) = 0.5
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_Size("Size", Float) = 0.5
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[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
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_WaterLevel("WaterLevel", Float) = 0
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_BlendDistance("BlendDistance", Float) = 3
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//Vector1_CD857B77("CausticsRGB Split", Float) = 2
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//Color blends
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[HideInInspector] _SrcBlend("__src", Float) = 2.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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}
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SubShader
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{
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ZWrite Off
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Pass
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{
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Blend [_SrcBlend] [_DstBlend], One Zero
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#pragma multi_compile _ _DEBUG
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#pragma vertex vert
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#pragma fragment frag
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 screenpos : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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};
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TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
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TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
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half _Size;
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half _WaterLevel;
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half _MaxDepth;
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half _BlendDistance;
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half4x4 _MainLightDir;
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// World Posision reconstriction
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float3 ReconstructWorldPos(half2 screenPos, float depth)
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{
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float4x4 mat = UNITY_MATRIX_I_VP;
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#if UNITY_REVERSED_Z
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mat._12_22_32_42 = -mat._12_22_32_42;
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#else
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depth = depth * 2 - 1;
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#endif
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float4 raw = mul(mat, float4(screenPos * 2 - 1, depth, 1));
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float3 worldPos = raw.rgb / raw.a;
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return worldPos;
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}
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// Can be done per-vertex
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float2 CausticUVs(float2 rawUV, float2 offset)
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{
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float2 uv = rawUV * _Size;
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return uv + offset * 0.1;
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}
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Varyings vert (Attributes input)
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{
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Varyings output;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.screenpos = ComputeScreenPos(output.positionCS);
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return output;
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}
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real4 frag (Varyings input) : SV_Target
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{
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float4 screenPos = input.screenpos / input.screenpos.w;
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// Get depth
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real depth = SampleSceneDepth(screenPos.xy);
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// Get main light
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Light MainLight = GetMainLight();
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// Reconstruct Position of objects in depth map
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float4 WorldPos = ReconstructWorldPos(screenPos.xy, depth).xyzz;
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// Get light direction and use it to rotate the world position
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float3 LightUVs = mul(WorldPos, _MainLightDir).xyz;
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// Read wave texture for noise to offset cautics UVs
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float2 uv = WorldPos.xz * 0.025 + _Time.x * 0.25;
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float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, uv).w - 0.5;
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float2 causticUV = CausticUVs(LightUVs.xy, waveOffset);
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float LodLevel = abs(WorldPos.y - _WaterLevel) * 4 / _BlendDistance;
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float4 A = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV + _Time.x, LodLevel);
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float4 B = SAMPLE_TEXTURE2D_LOD(_CausticMap, sampler_CausticMap, causticUV * 2.0, LodLevel);
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float CausticsDriver = (A.z * B.z) * 10 + A.z + B.z;
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// Mask caustics from above water and fade below
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half upperMask = saturate(-WorldPos.y + _WaterLevel);
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half lowerMask = saturate((WorldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
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CausticsDriver *= min(upperMask, lowerMask);
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// Fake light dispersion
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half3 Caustics = CausticsDriver * half3(A.w * 0.5, B.w * 0.75, B.x) * MainLight.color;
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#ifdef _DEBUG
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return real4(Caustics, 1.0);
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#endif
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// Add 1 for blending level to work nicely
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return real4(Caustics + 1.0, 1.0);
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}
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ENDHLSL
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}
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}
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}
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