Rasagar/Assets/Viking Village/Boat Attack Water System/Shaders/InfiniteWater.shader
2024-08-26 23:07:20 +03:00

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/InfiniteWater"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Size ("size", float) = 3.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-101" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "WaterLighting.hlsl"
#define EPSILON 0.00001
// ray-plane intersection test
// @return side of plane hit
// 0 : no hit
// 1 : front
// 2 : back
int intersect_plane (float3 ro, float3 rd, float3 po, float3 pd, out float3 hit)
{
float D = dot(po, pd); // re-parameterize plane to normal + distance
float tn = D - dot(ro, pd); // ray pos w.r.t. plane (frnt, back, on)
float td = dot (rd, pd); // ray ori w.r.t. plane (towards, away, parallel)
if (td > -EPSILON && td < EPSILON) return 0; // parallel to plane
float t = tn / td; // dist along ray to hit
if (t < 0.0) return 0; // plane lies behind ray
hit = ro + t * rd; // got a hit
return (tn > 0.0) ? 2 : 1; // which side of the plane?
}
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD2;//screen position of the verticies after wave distortion
float4 viewDir : TEXCOORD3;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Size;
float _CameraRoll;
v2f vert (appdata v)
{
v2f o;
float3 posWS = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(posWS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
o.viewDir.xyz = UNITY_MATRIX_IT_MV[2].xyz;
float3 viewPos = TransformWorldToView(posWS);// posWS - _WorldSpaceCameraPos;
o.viewDir.w = length(viewPos / viewPos.z);
return o;
}
void frag (v2f i, out half4 outColor:SV_Target, out float outDepth : SV_Depth) //: SV_Target
{
float3 viewDir = i.viewDir.xyz; //UNITY_MATRIX_IT_MV[2].xyz;
float3 pos = _WorldSpaceCameraPos * viewDir;
i.uv = pos.xy;
//////
float4 p = i.screenPos;
float2 uv = p.xy / p.w; // [0, 1]
half2 st = 2.0 * uv - half2(1.0, 1.0);
float asp = _ScreenParams.x / _ScreenParams.y;
float2 st_adj = float2(st.x * asp, st.y);
// camera settings
//float dist = 2.0 + 0.5*sin(0.5*Time);
//float theta = 0.1230596391*_Time.y;
// float cx = dist * sin(theta);
// float cz = dist * cos(theta);
float3 cam_ori = float3(-_WorldSpaceCameraPos.x, _WorldSpaceCameraPos.y, _WorldSpaceCameraPos.z);
// vec3 cam_look = vec3(0.0, 0.50, 0.0);
float3 cam_dir = float3(viewDir.x, -viewDir.y, -viewDir.z);
// over, up, norm basis vectors for camera
half zRot = radians(-_CameraRoll);
float3 cam_ovr = normalize(cross(cam_dir, half3(0, cos(zRot), sin(zRot))));
float3 cam_uhp = normalize(cross(cam_ovr, cam_dir));
// scene
float3 po = 0;
float3 pd = half3(0.0, 1.0, 0.0);
// ray
half3 ro = cam_ori;
float cam_dist = unity_CameraProjection._m11;//80 degrees = 1.2
float3 rt = cam_ori + cam_dist*cam_dir;
rt += st_adj.x * cam_ovr;
rt += st_adj.y * cam_uhp;
half3 rd = normalize(rt - cam_ori);
float3 hit;
int side = intersect_plane (ro, rd, po, pd, hit);
if(side == 0)
discard;
//half fog = pow(1-abs(rd.y), 20);
// plane
// - figure out UV on plane to sample texture
half3 dee = hit;
float tSize = 0.05;
float2 p_uv = float2(dot(dee, half3(1, 0, 0)) * tSize, dot(dee, half3(0, 0, 1)) * tSize);
///
// sample the texture
half4 col = tex2D(_MainTex, p_uv);
//re-construct depth
half3 camPos = _WorldSpaceCameraPos;
float a = _ProjectionParams.z / ( _ProjectionParams.z - _ProjectionParams.y );
float b = _ProjectionParams.z * _ProjectionParams.y / ( _ProjectionParams.y - _ProjectionParams.z );
float z = length(hit + half3(camPos.x, camPos.y + 1, -camPos.z)) / i.viewDir.w;
float d = a + b / z;
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
//return float4(col);
//outColor = half4(i.viewDir.xyz, 1);
outColor = half4(frac(p_uv), frac(1-d), 1);
outDepth = 1-d;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}