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