#ifndef WATER_CG_INCLUDED #define WATER_CG_INCLUDED #include "UnityCG.cginc" half _GerstnerIntensity; inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) { half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); bump.xy = bump.wy - half2(1.0, 1.0); half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); return normalize(worldNormal); } inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) { half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); bump = bump * 0.5; half3 normal = UnpackNormal(bump); normal.xy *= bumpStrength; return normalize(normal); } inline half3 GetNormal(half4 tf) { #ifdef WATER_VERTEX_DISPLACEMENT_ON return half3(2,1,2) * tf.rbg - half3(1,0,1); #else return half3(0,1,0); #endif } inline half GetDistanceFadeout(half screenW, half speed) { return 1.0f / abs(0.5f + screenW * speed); } half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) { half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; #ifdef WATER_VERTEX_DISPLACEMENT_ON half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); tf *= 0.333333; #else half4 tf = half4(0.5,0.5,0.5,0.0); #endif return tf; } half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) { half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; #ifdef WATER_VERTEX_DISPLACEMENT_ON half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); tf *= 0.5; #else half4 tf = half4(0.5,0.5,0.5,0.0); #endif return tf; } inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0f; #endif screenPos = ComputeScreenPos(pos); grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; grabPassPos.zw = pos.zw; } inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) { half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); bump = bump * 0.5; half3 normal = UnpackNormal(bump); normal.xy *= bumpStrength; normal.xy += perVertxOffset; return normalize(normal); } inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) { half4 bump = tex2D(bumpMap, coords.xy); bump.xy = bump.wy - half2(0.5, 0.5); half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); return normalize(worldNormal); } inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) { half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; foam.a = amount; return foam; } inline half4 Foam(sampler2D shoreTex, half4 coords) { half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; return foam; } inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) { half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); return refl2Refr; } inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) { half facing = saturate(dot(-viewVector, worldNormal)); half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; return fresn; } inline half2 GetTileableUv(half4 vertex) { // @NOTE: use worldSpaceVertex.xz instead of ws to make it rotation independent half2 ws = half2(_Object2World[0][3],_Object2World[2][3]); half2 tileableUv = (ws + vertex.xz/unity_Scale.w); return tileableUv; } inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, sampler2D mapC, half4 uv, half vertexStrength, half3 normal, out half4 vertexOffset, out half2 normalOffset) { half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); tf /= 3.0; tf.rga = tf.rga-half3(0.5,0.5,0.0); // height displacement in alpha channel, normals info in rgb vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; normalOffset = tf.rg; } inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, sampler2D mapC, half4 uv, half vertexStrength, half normalsStrength, out half4 vertexOffset, out half2 normalOffset) { // @NOTE: for best performance, this should really be properly packed! half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); tf *= 0.5; tf.rga = tf.rga-half3(0.5,0.5,0.0); // height displacement in alpha channel, normals info in rgb vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; normalOffset = tf.rg * normalsStrength; } half4 ExtinctColor (half4 baseColor, half extinctionAmount) { // tweak the extinction coefficient for different coloring return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); } half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) { half3 offsets; offsets.x = steepness * amp * dir.x * cos( freq * dot( dir, xzVtx ) + speed * _Time.x); offsets.z = steepness * amp * dir.y * cos( freq * dot( dir, xzVtx ) + speed * _Time.x); offsets.y = amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); return offsets; } half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) { half3 offsets; half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); half4 TIME = _Time.yyyy * speed; half4 COS = cos (dotABCD + TIME); half4 SIN = sin (dotABCD + TIME); offsets.x = dot(COS, half4(AB.xz, CD.xz)); offsets.z = dot(COS, half4(AB.yw, CD.yw)); offsets.y = dot(SIN, amp); return offsets; } half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) { half3 nrml = half3(0,0,0); nrml.x -= dir.x * (amp * freq) * cos(freq * dot( dir, xzVtx ) + speed * _Time.x); nrml.z -= dir.y * (amp * freq) * cos(freq * dot( dir, xzVtx ) + speed * _Time.x); return nrml; } half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) { half3 nrml = half3(0,2.0,0); half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); half4 TIME = _Time.yyyy * speed; half4 COS = cos (dotABCD + TIME); nrml.x -= dot(COS, half4(AB.xz, CD.xz)); nrml.z -= dot(COS, half4(AB.yw, CD.yw)); nrml.xz *= _GerstnerIntensity; nrml = normalize (nrml); return nrml; } void Gerstner ( out half3 offs, out half3 nrml, half3 vtx, half3 tileableVtx, half4 amplitude, half4 frequency, half4 steepness, half4 speed, half4 directionAB, half4 directionCD ) { #ifdef WATER_VERTEX_DISPLACEMENT_ON offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD); nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD); #else offs = half3(0,0,0); nrml = half3(0,1,0); #endif } #endif