add water

This commit is contained in:
2023-12-06 23:08:22 +02:00
parent 58d0f79bd1
commit c5bf312689
308 changed files with 38062 additions and 42179 deletions
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,18 @@
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packageName: WaterWorks - Simple water/ocean/river system for URP + reflection
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Shader "GapperGames/Volumetric_Water"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
[HDR] Albedo("Albedo", Color) = (1, 1, 1, 1)
density("Density", Range(0, 1)) = 0.5
pos("Position", Vector) = (0, 0, 0, 0)
bounds("Bounds", Vector) = (5, 5, 5, 0)
}
SubShader
{
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"
}
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#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)
{
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);
}
}
}
#endif
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#ifndef Water_Volume
#define Water_Volume
CBUFFER_START(UnityPerMaterial)
Texture2D _MainTex;
sampler sampler_MainTex;
float4 Albedo;
float density;
float3 pos;
float3 bounds;
CBUFFER_END
float2 random2D(float2 UV, float offset)
{
float2x2 m = float2x2(15.27f, 47.63f, 99.41f, 89.98f);
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);
[unroll]
for (int y = -1; y <= 1; y++)
{
[unroll]
for (int x = -1; x <= 1; x++)
{
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;
}
}
}
return res;
}
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);
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);
return surface;
}
#endif
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