add water
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Setup:
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||||
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||||
1. On your URP Settings asset, enable "Opaque Texture" and "Depth Texture".
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||||
1. On your URP Settings asset, set "Depth Bias" and "Normal Bias" to 0.
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||||
1. On your URP Renderer asset, set "Immediate Texture" to "Always".
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2. On your URP Renderer asset, select Add Renderer Feature and add the Water_Volume feature. If your screen goes glitchy, update your unity version to 2021.1 or later.
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3. Drag the "Water_Plane" object into the scene and adjust the height to your liking.
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||||
4. To adjust the water, either navigate to "WaterWorks/Materials/SSR_Water.material" or "WaterWorks/Materials/SSR_Water_Bright.material" or create a new material with the SSR_Water shader and assign it to the water plane.
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||||
Please consider leaving a review for the asset as it really helps :)
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||||
For any questions, or to show what you have made with my asset, email me at wgappster@gmail.com
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packageName: WaterWorks - Simple water/ocean/river system for URP + reflection
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+ refraction
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assetPath: Assets/WaterWorks/DOCUMENTATION.txt
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[ExecuteAlways]
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public class Water_Settings : MonoBehaviour
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{
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Material waterVolume;
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Material waterMaterial;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using static Unity.Burst.Intrinsics.X86.Avx;
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public class Water_Volume : ScriptableRendererFeature
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{
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class CustomRenderPass : ScriptableRenderPass
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{
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public RTHandle source;
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private Material _material;
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private RTHandle tempRenderTarget;
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private RTHandle tempRenderTarget2;
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public CustomRenderPass(Material mat)
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{
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tempRenderTarget2 = RTHandles.Alloc("_TemporaryDepthTexture");
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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}
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// Here you can implement the rendering logic.
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if(renderingData.cameraData.cameraType != CameraType.Reflection)
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{
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CommandBuffer commandBuffer = CommandBufferPool.Get();
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commandBuffer.GetTemporaryRT(Shader.PropertyToID(tempRenderTarget.name), renderingData.cameraData.cameraTargetDescriptor);
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Blitter.BlitCameraTexture(commandBuffer, source, tempRenderTarget, _material,0);
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Blitter.BlitCameraTexture(commandBuffer, tempRenderTarget, source);
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context.ExecuteCommandBuffer(commandBuffer);
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CommandBufferPool.Release(commandBuffer);
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}
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}
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/// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void FrameCleanup(CommandBuffer cmd)
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{
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}
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}
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[System.Serializable]
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public class _Settings
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{
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//[HideInInspector]
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public Material material = null;
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public RenderPassEvent renderPass = RenderPassEvent.AfterRenderingSkybox;
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}
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CustomRenderPass m_ScriptablePass;
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public override void Create()
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{
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if(settings.material == null)
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{
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settings.material = (Material)Resources.Load("Water_Volume");
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}
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// Configures where the render pass should be injected.
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//m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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m_ScriptablePass.renderPassEvent = settings.renderPass;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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m_ScriptablePass.source = renderer.cameraColorTargetHandle;
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renderer.EnqueuePass(m_ScriptablePass);
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Tags
|
||||
{
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"RenderType" = "Opaque"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"Queue" = "Geometry"
|
||||
}
|
||||
Pass
|
||||
{
|
||||
Name "Universal Forward"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalForward"
|
||||
}
|
||||
|
||||
Cull Back
|
||||
Blend One Zero
|
||||
ZTest LEqual
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma target 4.5
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _SHADOWS_SOFT
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
|
||||
#define _NORMALMAP 1
|
||||
#define _NORMAL_DROPOFF_TS 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define ATTRIBUTES_NEED_TEXCOORD1
|
||||
#define VARYINGS_NEED_POSITION_WS
|
||||
#define VARYINGS_NEED_NORMAL_WS
|
||||
#define VARYINGS_NEED_TANGENT_WS
|
||||
#define VARYINGS_NEED_VIEWDIRECTION_WS
|
||||
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
|
||||
#define SHADERPASS SHADERPASS_FORWARD
|
||||
#define REQUIRE_DEPTH_TEXTURE
|
||||
#define REQUIRE_OPAQUE_TEXTURE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||||
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float4 uv1 : TEXCOORD1;
|
||||
#if UNITY_ANY_INSTANCING_ENABLED
|
||||
uint instanceID : INSTANCEID_SEMANTIC;
|
||||
#endif
|
||||
};
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 positionWS;
|
||||
float3 normalWS;
|
||||
float4 tangentWS;
|
||||
float3 viewDirectionWS;
|
||||
#if defined(LIGHTMAP_ON)
|
||||
float2 lightmapUV;
|
||||
#endif
|
||||
#if !defined(LIGHTMAP_ON)
|
||||
float3 sh;
|
||||
#endif
|
||||
float4 fogFactorAndVertexLight;
|
||||
float4 shadowCoord;
|
||||
#if UNITY_ANY_INSTANCING_ENABLED
|
||||
uint instanceID : CUSTOM_INSTANCE_ID;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
|
||||
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
|
||||
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
|
||||
#endif
|
||||
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
|
||||
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||||
#endif
|
||||
};
|
||||
struct SurfaceDescriptionInputs
|
||||
{
|
||||
float3 WorldSpaceNormal;
|
||||
float3 TangentSpaceNormal;
|
||||
float3 WorldSpaceViewDirection;
|
||||
float3 WorldSpacePosition;
|
||||
float4 ScreenPosition;
|
||||
};
|
||||
struct VertexDescriptionInputs
|
||||
{
|
||||
float3 ObjectSpaceNormal;
|
||||
float3 ObjectSpaceTangent;
|
||||
float3 ObjectSpacePosition;
|
||||
};
|
||||
struct PackedVaryings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 interp0 : TEXCOORD0;
|
||||
float3 interp1 : TEXCOORD1;
|
||||
float4 interp2 : TEXCOORD2;
|
||||
float3 interp3 : TEXCOORD3;
|
||||
#if defined(LIGHTMAP_ON)
|
||||
float2 interp4 : TEXCOORD4;
|
||||
#endif
|
||||
#if !defined(LIGHTMAP_ON)
|
||||
float3 interp5 : TEXCOORD5;
|
||||
#endif
|
||||
float4 interp6 : TEXCOORD6;
|
||||
float4 interp7 : TEXCOORD7;
|
||||
#if UNITY_ANY_INSTANCING_ENABLED
|
||||
uint instanceID : CUSTOM_INSTANCE_ID;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
|
||||
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
|
||||
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
|
||||
#endif
|
||||
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
|
||||
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||||
#endif
|
||||
};
|
||||
|
||||
PackedVaryings PackVaryings(Varyings input)
|
||||
{
|
||||
PackedVaryings output;
|
||||
output.positionCS = input.positionCS;
|
||||
output.interp0.xyz = input.positionWS;
|
||||
output.interp1.xyz = input.normalWS;
|
||||
output.interp2.xyzw = input.tangentWS;
|
||||
output.interp3.xyz = input.viewDirectionWS;
|
||||
#if defined(LIGHTMAP_ON)
|
||||
output.interp4.xy = input.lightmapUV;
|
||||
#endif
|
||||
#if !defined(LIGHTMAP_ON)
|
||||
output.interp5.xyz = input.sh;
|
||||
#endif
|
||||
output.interp6.xyzw = input.fogFactorAndVertexLight;
|
||||
output.interp7.xyzw = input.shadowCoord;
|
||||
#if UNITY_ANY_INSTANCING_ENABLED
|
||||
output.instanceID = input.instanceID;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
|
||||
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
|
||||
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
|
||||
#endif
|
||||
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
|
||||
output.cullFace = input.cullFace;
|
||||
#endif
|
||||
return output;
|
||||
}
|
||||
Varyings UnpackVaryings(PackedVaryings input)
|
||||
{
|
||||
Varyings output;
|
||||
output.positionCS = input.positionCS;
|
||||
output.positionWS = input.interp0.xyz;
|
||||
output.normalWS = input.interp1.xyz;
|
||||
output.tangentWS = input.interp2.xyzw;
|
||||
output.viewDirectionWS = input.interp3.xyz;
|
||||
#if defined(LIGHTMAP_ON)
|
||||
output.lightmapUV = input.interp4.xy;
|
||||
#endif
|
||||
#if !defined(LIGHTMAP_ON)
|
||||
output.sh = input.interp5.xyz;
|
||||
#endif
|
||||
output.fogFactorAndVertexLight = input.interp6.xyzw;
|
||||
output.shadowCoord = input.interp7.xyzw;
|
||||
#if UNITY_ANY_INSTANCING_ENABLED
|
||||
output.instanceID = input.instanceID;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
|
||||
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
|
||||
#endif
|
||||
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
|
||||
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
|
||||
#endif
|
||||
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
|
||||
output.cullFace = input.cullFace;
|
||||
#endif
|
||||
return output;
|
||||
}
|
||||
|
||||
struct VertexDescription
|
||||
{
|
||||
float3 Position;
|
||||
float3 Normal;
|
||||
float3 Tangent;
|
||||
};
|
||||
|
||||
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
|
||||
{
|
||||
VertexDescription description = (VertexDescription)0;
|
||||
description.Position = IN.ObjectSpacePosition;
|
||||
description.Normal = IN.ObjectSpaceNormal;
|
||||
description.Tangent = IN.ObjectSpaceTangent;
|
||||
return description;
|
||||
}
|
||||
|
||||
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
|
||||
{
|
||||
VertexDescriptionInputs output;
|
||||
ZERO_INITIALIZE(VertexDescriptionInputs, output);
|
||||
|
||||
output.ObjectSpaceNormal = input.normalOS;
|
||||
output.ObjectSpaceTangent = input.tangentOS.xyz;
|
||||
output.ObjectSpacePosition = input.positionOS;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
struct SurfaceDescription
|
||||
{
|
||||
float3 BaseColor;
|
||||
};
|
||||
|
||||
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
|
||||
{
|
||||
SurfaceDescriptionInputs output;
|
||||
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
|
||||
|
||||
float3 unnormalizedNormalWS = input.normalWS;
|
||||
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
|
||||
|
||||
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz;
|
||||
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
|
||||
|
||||
|
||||
output.WorldSpaceViewDirection = input.viewDirectionWS;
|
||||
output.WorldSpacePosition = input.positionWS;
|
||||
output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS));
|
||||
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
|
||||
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
|
||||
#else
|
||||
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
|
||||
#endif
|
||||
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
#include "Water_Volume.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Hidden/Shader Graph/FallbackError"
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25c03bde9e6e4884a9fedcc633b5da0f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 206909
|
||||
packageName: WaterWorks - Simple water/ocean/river system for URP + reflection
|
||||
+ refraction
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/WaterWorks/Shaders/Volumetric_Water.shader
|
||||
uploadId: 476381
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 018fad018d058a44caa283cdf595320b
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 206909
|
||||
packageName: WaterWorks - Simple water/ocean/river system for URP + reflection
|
||||
+ refraction
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/WaterWorks/Shaders/WSUV_Water.shadersubgraph
|
||||
uploadId: 476381
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48489c6a22e34554e80fc4885c307b70
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 206909
|
||||
packageName: WaterWorks - Simple water/ocean/river system for URP + reflection
|
||||
+ refraction
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/WaterWorks/Shaders/WaterDepthToWorldPos.shadersubgraph
|
||||
uploadId: 476381
|
||||
@@ -0,0 +1,183 @@
|
||||
#ifndef SSRef
|
||||
#define SSRef
|
||||
|
||||
#define _GBUFFER_NORMALS_OCT
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
||||
|
||||
float SceneDepth(float2 UV)
|
||||
{
|
||||
return LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV), _ZBufferParams);
|
||||
}
|
||||
|
||||
float3 SceneColor(float2 UV)
|
||||
{
|
||||
return SHADERGRAPH_SAMPLE_SCENE_COLOR(UV);
|
||||
}
|
||||
|
||||
float2 WorldToScreenPoint(float3 pos)
|
||||
{
|
||||
pos = normalize(pos - _WorldSpaceCameraPos) * (_ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y)) + _WorldSpaceCameraPos;
|
||||
float3 toCam = mul(unity_WorldToCamera, pos);
|
||||
float camPosZ = toCam.z;
|
||||
float height = 2 * camPosZ / unity_CameraProjection._m11;
|
||||
float width = _ScreenParams.x / _ScreenParams.y * height;
|
||||
float2 uvCoords;
|
||||
uvCoords.x = (toCam.x + width / 2) / width;
|
||||
uvCoords.y = (toCam.y + height / 2) / height;
|
||||
return uvCoords;
|
||||
}
|
||||
|
||||
float3 DecodeNormal(float3 enc)
|
||||
{
|
||||
float kScale = 1.7777;
|
||||
float3 nn = enc.xyz * float3(2 * kScale, 2 * kScale, 0) + float3(-kScale, -kScale, 1);
|
||||
float g = 2.0 / dot(nn.xyz, nn.xyz);
|
||||
float3 n;
|
||||
n.xy = g * nn.xy;
|
||||
n.z = g - 1;
|
||||
return n;
|
||||
}
|
||||
|
||||
float3 ReconstructPosFromDepth(float depth, float2 screenPos)
|
||||
{
|
||||
float3 viewVector = mul(unity_CameraInvProjection, float4(screenPos.xy * 2 - 1, 0, -1));
|
||||
float3 viewDirection = mul(unity_CameraToWorld, float4(viewVector, 0));
|
||||
float3 cameraDirection = (-1 * mul((float3x3)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))[2].xyz));
|
||||
|
||||
float ViewDotCam = dot(viewDirection, cameraDirection);
|
||||
float3 ViewDivCam = viewDirection / ViewDotCam;
|
||||
float3 ViewMulDepth = ViewDivCam * depth;
|
||||
float3 pos = ViewMulDepth + _WorldSpaceCameraPos;
|
||||
return pos;
|
||||
}
|
||||
|
||||
float ReconstructDepthFromPos(float3 pos, float2 screenPos)
|
||||
{
|
||||
float3 viewVector = mul(unity_CameraInvProjection, float4(screenPos.xy * 2 - 1, 0, -1));
|
||||
float3 viewDirection = mul(unity_CameraToWorld, float4(viewVector, 0));
|
||||
float3 cameraDirection = (-1 * mul((float3x3)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))[2].xyz));
|
||||
|
||||
float ViewDotCam = dot(viewDirection, cameraDirection);
|
||||
float3 ViewDivCam = viewDirection / ViewDotCam;
|
||||
|
||||
pos -= _WorldSpaceCameraPos;
|
||||
float depth = (pos / ViewDivCam).x;
|
||||
|
||||
return depth;
|
||||
}
|
||||
|
||||
void SSR_float(float3 viewDir, float stepSize, float4 screenPos, float samples, float thickness, float smoothness, float3 _normal, float3 _position, bool reconstructDepth, out float3 col)
|
||||
{
|
||||
viewDir.x = -viewDir.x;
|
||||
|
||||
float3 reflectionPos = ReconstructPosFromDepth(SceneDepth(screenPos.xy), screenPos);
|
||||
float3 normal = SampleSceneNormals(screenPos.xy);
|
||||
normal = float3(0, 1, 0);
|
||||
normal = DecodeNormal(float3(0, 1, 0));
|
||||
normal = _normal;
|
||||
float3 reflection = reflect(normalize(viewDir), NormalizeNormalPerPixel(normal));
|
||||
|
||||
reflectionPos += normalize(reflection) * distance(reflectionPos.y, _WorldSpaceCameraPos.y);
|
||||
float2 refScreenPos = WorldToScreenPoint(reflectionPos);
|
||||
|
||||
float dist = distance(_WorldSpaceCameraPos, reflectionPos);
|
||||
|
||||
float depth = SceneDepth(refScreenPos);
|
||||
|
||||
float3 depthPos = ReconstructPosFromDepth(depth, screenPos);
|
||||
|
||||
if (reconstructDepth)
|
||||
{
|
||||
depthPos = _position;
|
||||
}
|
||||
|
||||
float depthDist = distance(_WorldSpaceCameraPos, depthPos);
|
||||
|
||||
bool foundSSR = false;
|
||||
UNITY_LOOP
|
||||
for (int j = 0; j < samples; j++)
|
||||
{
|
||||
float deltaDepth = depthDist - dist;
|
||||
|
||||
reflectionPos += normalize(reflection) * deltaDepth / 2;
|
||||
refScreenPos = WorldToScreenPoint(reflectionPos);
|
||||
|
||||
dist = distance(_WorldSpaceCameraPos, reflectionPos);
|
||||
|
||||
depth = SceneDepth(refScreenPos);
|
||||
depthPos = ReconstructPosFromDepth(depth, screenPos);
|
||||
depthDist = distance(_WorldSpaceCameraPos, depthPos);
|
||||
|
||||
col = min(SceneColor(refScreenPos), 5);
|
||||
|
||||
if (refScreenPos.y < 0.1)
|
||||
{
|
||||
float blend = (clamp(refScreenPos.y, 0, 1)) * 10;
|
||||
col = lerp(col, 0.5, 1 - blend);
|
||||
}
|
||||
|
||||
if (refScreenPos.y > 0.9)
|
||||
{
|
||||
float blend = (1 - clamp(refScreenPos.y, 0, 1)) * 10;
|
||||
col = lerp(col, 0.5, 1 - blend);
|
||||
}
|
||||
|
||||
if (refScreenPos.x < 0.1)
|
||||
{
|
||||
float blend = (clamp(refScreenPos.x, 0, 1)) * 10;
|
||||
col = lerp(col, 0.5, 1 - blend);
|
||||
}
|
||||
|
||||
if (refScreenPos.x > 0.9)
|
||||
{
|
||||
float blend = (1 - clamp(refScreenPos.x, 0, 1)) * 10;
|
||||
col = lerp(col, 0.5, 1 - blend);
|
||||
}
|
||||
|
||||
if (deltaDepth <= 100)
|
||||
{
|
||||
foundSSR = true;
|
||||
}
|
||||
|
||||
if (deltaDepth <= thickness)
|
||||
{
|
||||
foundSSR = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundSSR && 1 != 1)
|
||||
{
|
||||
reflectionPos = ReconstructPosFromDepth(SceneDepth(screenPos.xy), screenPos);
|
||||
reflectionPos += normalize(reflection) * 11;
|
||||
refScreenPos = WorldToScreenPoint(reflectionPos);
|
||||
|
||||
col = min(SceneColor(refScreenPos), 5);
|
||||
|
||||
if (refScreenPos.y < 0.1)
|
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{
|
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float blend = (clamp(refScreenPos.y, 0, 1)) * 10;
|
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col = lerp(col, 0.5, 1 - blend);
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}
|
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if (refScreenPos.y > 0.9)
|
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{
|
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float blend = (1 - clamp(refScreenPos.y, 0, 1)) * 10;
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col = lerp(col, 0.5, 1 - blend);
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}
|
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|
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if (refScreenPos.x < 0.1)
|
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{
|
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float blend = (clamp(refScreenPos.x, 0, 1)) * 10;
|
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col = lerp(col, 0.5, 1 - blend);
|
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}
|
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|
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if (refScreenPos.x > 0.9)
|
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{
|
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float blend = (1 - clamp(refScreenPos.x, 0, 1)) * 10;
|
||||
col = lerp(col, 0.5, 1 - blend);
|
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}
|
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}
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}
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#endif
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|
||||
#define Water_Volume
|
||||
|
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CBUFFER_START(UnityPerMaterial)
|
||||
Texture2D _MainTex;
|
||||
sampler sampler_MainTex;
|
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float4 Albedo;
|
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float density;
|
||||
float3 pos;
|
||||
float3 bounds;
|
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CBUFFER_END
|
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|
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float2 random2D(float2 UV, float offset)
|
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{
|
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float2x2 m = float2x2(15.27f, 47.63f, 99.41f, 89.98f);
|
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UV = frac(sin(mul(UV, m)));
|
||||
return float2(sin(UV.y * +offset) * 0.5f + 0.5f, cos(UV.x * offset) * 0.5f + 0.5f);
|
||||
}
|
||||
|
||||
float random3D(float3 uv)
|
||||
{
|
||||
float Coord = (uv.x + uv.y + uv.z);
|
||||
float2 _uv = float2(Coord, Coord);
|
||||
float2 noise = (frac(sin(dot(_uv, float2(12.9898, 78.233) * 2.0)) * 43758.5453));
|
||||
return (abs(noise.x + noise.y) - 1);
|
||||
}
|
||||
|
||||
float2 Cellular(float2 UV, float AngleOffset)
|
||||
{
|
||||
float2 g = floor(UV);
|
||||
float2 f = frac(UV);
|
||||
float2 res = float2(8, 8);
|
||||
|
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[unroll]
|
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for (int y = -1; y <= 1; y++)
|
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{
|
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[unroll]
|
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for (int x = -1; x <= 1; x++)
|
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{
|
||||
float2 lattice = float2(x, y);
|
||||
float2 offset = random2D(lattice + g, AngleOffset);
|
||||
float dist = distance(lattice + offset, f);
|
||||
|
||||
if (dist < res.x)
|
||||
{
|
||||
res.y = length(offset);
|
||||
res.x = dist;
|
||||
}
|
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}
|
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}
|
||||
|
||||
return res;
|
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}
|
||||
|
||||
float2 rayBoxDst(float3 boundsMin, float3 boundsMax, float3 rayOrigin, float3 invRaydir)
|
||||
{
|
||||
float3 t0 = (boundsMin - rayOrigin) * invRaydir;
|
||||
float3 t1 = (boundsMax - rayOrigin) * invRaydir;
|
||||
float3 tmin = min(t0, t1);
|
||||
float3 tmax = max(t0, t1);
|
||||
|
||||
float dstA = max(max(tmin.x, tmin.y), tmin.z);
|
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float dstB = min(tmax.x, min(tmax.y, tmax.z));
|
||||
|
||||
float dstToBox = max(0, dstA);
|
||||
float dstInsideBox = max(0, dstB - dstToBox);
|
||||
return float2(dstToBox, dstInsideBox);
|
||||
}
|
||||
|
||||
float3 GetRay(float2 screenPos)
|
||||
{
|
||||
float3 viewVector = mul(unity_CameraInvProjection, float4(screenPos * 2 - 1, 0, -1));
|
||||
float3 viewDir = mul(unity_CameraToWorld, float4(viewVector, 0));
|
||||
float viewLength = length(viewDir);
|
||||
float3 ray = viewDir / viewLength;
|
||||
|
||||
return ray;
|
||||
}
|
||||
|
||||
float SceneDepth(float2 UV)
|
||||
{
|
||||
return LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV), _ZBufferParams);
|
||||
}
|
||||
|
||||
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
|
||||
{
|
||||
SurfaceDescription surface = (SurfaceDescription)0;
|
||||
|
||||
pos.xz += _WorldSpaceCameraPos.xz;
|
||||
|
||||
float3 posBL = pos - bounds / 2;
|
||||
float3 posTR = pos + bounds / 2;
|
||||
|
||||
float3 viewVector = mul(unity_CameraInvProjection, float4(IN.ScreenPosition.xy * 2 - 1, 0, -1));
|
||||
float3 viewDir = mul(unity_CameraToWorld, float4(viewVector, 0));
|
||||
float viewLength = length(viewDir);
|
||||
|
||||
float3 ray = GetRay(IN.ScreenPosition.xy);
|
||||
|
||||
float2 boxDist = rayBoxDst(posBL, posTR, _WorldSpaceCameraPos, 1 / ray);
|
||||
|
||||
float distToBox = boxDist.x;
|
||||
float distInBox = boxDist.y;
|
||||
|
||||
float3 entryPoint = _WorldSpaceCameraPos + ray * distToBox;
|
||||
|
||||
float3 rayPos = entryPoint + ray * viewLength;
|
||||
|
||||
float depth = SceneDepth(IN.ScreenPosition.xy) * viewLength;
|
||||
|
||||
if (distInBox == 0 || distToBox > depth)
|
||||
{
|
||||
surface.BaseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.ScreenPosition.xy / IN.ScreenPosition.w);
|
||||
return surface;
|
||||
}
|
||||
|
||||
float cumulativeDensity = 0;
|
||||
float cumulativeDensityNoNoise = 0;
|
||||
float lighting = 0;
|
||||
float distTravelled = 0;
|
||||
float stepSize = 0.5;
|
||||
int i = 0;
|
||||
UNITY_LOOP
|
||||
for (i = 0; i < 250 && distTravelled + distToBox < depth && distTravelled < distInBox; i++)
|
||||
{
|
||||
float shadowAtten = 1;
|
||||
float shadowAttenL = 1;
|
||||
float shadowAttenR = 1;
|
||||
float pointDensity;
|
||||
float distMultiplier = 1;
|
||||
|
||||
float yPos = rayPos.y - pos.y;
|
||||
yPos += bounds.y / 2;
|
||||
yPos /= bounds.y;
|
||||
float surfaceDist = pow(yPos, 200);
|
||||
//surfaceDist = 0;
|
||||
yPos = 1 - yPos;
|
||||
yPos = pow(yPos, 50);
|
||||
|
||||
float noiseValue = Cellular(rayPos.xz * 0.2, (_Time * 50));
|
||||
pointDensity = clamp((density * (1 - noiseValue)) + (yPos + surfaceDist), 0, 1);
|
||||
cumulativeDensity += pointDensity * stepSize;
|
||||
cumulativeDensityNoNoise += 0.2 * stepSize;
|
||||
lighting += 0.05 * (1 - noiseValue);
|
||||
|
||||
if (1 - exp(-cumulativeDensity) > 1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
float jitter = 0.9;
|
||||
float randOffset = (random3D(rayPos) * (2 * (1 - jitter))) + (jitter);
|
||||
|
||||
distTravelled += stepSize * randOffset;
|
||||
|
||||
rayPos += ray * stepSize * randOffset;
|
||||
|
||||
if (distTravelled > 70)
|
||||
{
|
||||
stepSize += 10 * distMultiplier;
|
||||
distMultiplier += 5;
|
||||
}
|
||||
}
|
||||
|
||||
float totalDensity = exp(-cumulativeDensity);
|
||||
float totalDensityNoNoise = 1 - exp(-cumulativeDensityNoNoise);
|
||||
float totalLighting = pow(exp(-lighting), 0.5);
|
||||
|
||||
float2 refraction = sin(totalDensity) * 0.1;
|
||||
float3 background = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (IN.ScreenPosition.xy / IN.ScreenPosition.w) + refraction);
|
||||
|
||||
surface.BaseColor = lerp(background * ((totalLighting * 1) + 0.1), Albedo * (totalLighting + 0.8), (((1 - totalDensity) * (1 - density)) + density) * totalDensityNoNoise);
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return surface;
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}
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#endif
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Reference in New Issue
Block a user