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
+84 -63
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Setup:
1. On your URP Settings asset, enable "Opaque Texture" and "Depth Texture".
1. On your URP Settings asset, set "Depth Bias" and "Normal Bias" to 0.
1. On your URP Renderer asset, set "Immediate Texture" to "Always".
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.
3. Drag the "Water_Plane" object into the scene and adjust the height to your liking.
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.
Please consider leaving a review for the asset as it really helps :)
For any questions, or to show what you have made with my asset, email me at wgappster@gmail.com
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteAlways]
public class Water_Settings : MonoBehaviour
{
Material waterVolume;
Material waterMaterial;
void Update()
{
if(waterVolume == null)
{
waterVolume = (Material)Resources.Load("Water_Volume");
}
if (waterMaterial == null)
{
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waterVolume.SetVector("pos", new Vector4(0, (waterVolume.GetVector("bounds").y / -2) + transform.position.y + (waterMaterial.GetFloat("_Displacement_Amount") / 3), 0, 0));
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using UnityEngine;
using UnityEngine.Diagnostics;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using static Unity.Burst.Intrinsics.X86.Avx;
public class Water_Volume : ScriptableRendererFeature
{
class CustomRenderPass : ScriptableRenderPass
{
public RTHandle source;
private Material _material;
private RTHandle tempRenderTarget;
private RTHandle tempRenderTarget2;
public CustomRenderPass(Material mat)
{
_material = mat;
tempRenderTarget=RTHandles.Alloc("_TemporaryColourTexture");
tempRenderTarget2 = RTHandles.Alloc("_TemporaryDepthTexture");
}
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if(renderingData.cameraData.cameraType != CameraType.Reflection)
{
CommandBuffer commandBuffer = CommandBufferPool.Get();
commandBuffer.GetTemporaryRT(Shader.PropertyToID(tempRenderTarget.name), renderingData.cameraData.cameraTargetDescriptor);
Blitter.BlitCameraTexture(commandBuffer, source, tempRenderTarget, _material,0);
Blitter.BlitCameraTexture(commandBuffer, tempRenderTarget, source);
context.ExecuteCommandBuffer(commandBuffer);
CommandBufferPool.Release(commandBuffer);
}
}
/// Cleanup any allocated resources that were created during the execution of this render pass.
public override void FrameCleanup(CommandBuffer cmd)
{
}
}
[System.Serializable]
public class _Settings
{
//[HideInInspector]
public Material material = null;
public RenderPassEvent renderPass = RenderPassEvent.AfterRenderingSkybox;
}
public _Settings settings = new _Settings();
CustomRenderPass m_ScriptablePass;
public override void Create()
{
if(settings.material == null)
{
settings.material = (Material)Resources.Load("Water_Volume");
}
m_ScriptablePass = new CustomRenderPass(settings.material);
// Configures where the render pass should be injected.
//m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ScriptablePass.renderPassEvent = settings.renderPass;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
m_ScriptablePass.source = renderer.cameraColorTargetHandle;
renderer.EnqueuePass(m_ScriptablePass);
}
}
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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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