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- Shader "FlatKit/Water"
- {
- Properties
- {
- [KeywordEnum(Linear, Gradient Texture)] _ColorMode ("[FOLDOUT(Colors){9}]Source{Colors}", Float) = 0.0
- _ColorShallow ("[_COLORMODE_LINEAR]Shallow", Color) = (0.35, 0.6, 0.75, 0.8) // Color alpha controls opacity
- _ColorDeep ("[_COLORMODE_LINEAR]Deep", Color) = (0.65, 0.9, 1.0, 1.0)
- [NoScaleOffset] _ColorGradient("[_COLORMODE_GRADIENT_TEXTURE]Gradient", 2D) = "white" {}
- _FadeDistance("Shallow Depth", Float) = 0.5
- _WaterDepth("Gradient Size", Float) = 5.0
- _LightContribution("Light Color Contribution", Range(0, 1)) = 0
- _WaterClearness("Transparency", Range(0, 1)) = 0.3
- _ShadowStrength("Shadow Strength", Range(0, 1)) = 0.35
- _CrestColor("[FOLDOUT(Crest){3}]Color{Crest}", Color) = (1.0, 1.0, 1.0, 0.9)
- _CrestSize("Size{Crest}", Range(0, 1)) = 0.1
- _CrestSharpness("Sharp transition{Crest}", Range(0, 1)) = 0.1
- [KeywordEnum(None, Round, Grid, Pointy)] _WaveMode ("[FOLDOUT(Wave Geometry){6}]Shape{Wave}", Float) = 1.0
- _WaveSpeed("[!_WAVEMODE_NONE]Speed{Wave}", Float) = 0.5
- _WaveAmplitude("[!_WAVEMODE_NONE]Amplitude{Wave}", Float) = 0.25
- _WaveFrequency("[!_WAVEMODE_NONE]Frequency{Wave}", Float) = 1.0
- _WaveDirection("[!_WAVEMODE_NONE]Direction{Wave}", Range(-1.0, 1.0)) = 0
- _WaveNoise("[!_WAVEMODE_NONE]Noise{Wave}", Range(0, 1)) = 0.25
- [KeywordEnum(None, Gradient Noise, Texture)] _FoamMode ("[FOLDOUT(Foam){12}]Source{Foam}", Float) = 1.0
- [NoScaleOffset] _NoiseMap("[_FOAMMODE_TEXTURE]Texture{Foam}", 2D) = "white" {}
- _FoamColor("[!_FOAMMODE_NONE]Color{Foam}", Color) = (1, 1, 1, 1)
- [Space]
- _FoamDepth("[!_FOAMMODE_NONE]Shore Depth{Foam}", Float) = 0.5
- _FoamNoiseAmount("[!_FOAMMODE_NONE]Shore Blending{Foam}", Range(0.0, 1.0)) = 1.0
- [Space]
- _FoamAmount("[!_FOAMMODE_NONE]Amount{Foam}", Range(0, 3)) = 0.25
- [Space]
- _FoamScale("[!_FOAMMODE_NONE]Scale{Foam}", Range(0, 3)) = 1
- _FoamStretchX("[!_FOAMMODE_NONE]Stretch X{Foam}", Range(0, 10)) = 1
- _FoamStretchY("[!_FOAMMODE_NONE]Stretch Y{Foam}", Range(0, 10)) = 1
- [Space]
- _FoamSharpness("[!_FOAMMODE_NONE]Sharpness{Foam}", Range(0, 1)) = 0.5
- [Space]
- _FoamSpeed("[!_FOAMMODE_NONE]Speed{Foam}", Float) = 0.1
- _FoamDirection("[!_FOAMMODE_NONE]Direction{Foam}", Range(-1.0, 1.0)) = 0
- _RefractionFrequency("[FOLDOUT(Refraction){4}]Frequency", Float) = 35
- _RefractionAmplitude("Amplitude", Range(0, 0.1)) = 0.01
- _RefractionSpeed("Speed", Float) = 0.1
- _RefractionScale("Scale", Float) = 1
- /*
- _SpecularAmount("[FOLDOUT(Specular){2}]Amount{Specular}", Range(0, 1)) = 0.5
- [HDR] _SpecularColor("Color{Specular}", Color) = (1, 1, 1, 1)
- */
- [HideInInspector] [ToggleOff] _Opaque("Opaque", Float) = 0.0
- [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"
- }
- LOD 200
- Blend SrcAlpha OneMinusSrcAlpha
- Lighting Off
- ZWrite[_ZWrite]
- HLSLINCLUDE
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
- ENDHLSL
- Pass
- {
- HLSLPROGRAM
- #pragma prefer_hlslcc gles
- #pragma target 2.0
- #pragma shader_feature_local _COLORMODE_LINEAR _COLORMODE_GRADIENT_TEXTURE
- #pragma shader_feature_local _FOAMMODE_NONE _FOAMMODE_GRADIENT_NOISE _FOAMMODE_TEXTURE
- #pragma shader_feature_local _WAVEMODE_NONE _WAVEMODE_ROUND _WAVEMODE_GRID _WAVEMODE_POINTY
- // -------------------------------------
- // Universal Pipeline keywords
- #if VERSION_GREATER_EQUAL(11, 0)
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #else
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #endif
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #if VERSION_GREATER_EQUAL(12, 0)
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #endif
- #if UNITY_VERSION >= 202220 && UNITY_VERSION < 600000
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
- #endif
- #if UNITY_VERSION >= 600000
- #pragma multi_compile _ _FORWARD_PLUS
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #endif
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #if UNITY_VERSION >= 202220
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_COLORMODE_GRADIENT_TEXTURE)
- TEXTURE2D(_ColorGradient);
- SAMPLER(sampler_ColorGradient);
- #endif
- TEXTURE2D(_NoiseMap);
- SAMPLER(sampler_NoiseMap);
- CBUFFER_START(UnityPerMaterial)
- float _FadeDistance, _WaterDepth;
- half _LightContribution;
- half _WaveFrequency, _WaveAmplitude, _WaveSpeed, _WaveDirection, _WaveNoise;
- half _WaterClearness, _CrestSize, _CrestSharpness, _ShadowStrength;
- half4 _CrestColor;
- half4 _FoamColor;
- half _FoamDepth, _FoamAmount, _FoamScale, _FoamSharpness, _FoamStretchX, _FoamStretchY, _FoamSpeed,
- _FoamDirection, _FoamNoiseAmount, _RefractionFrequency, _RefractionAmplitude, _RefractionSpeed,
- _RefractionScale, _FresnelAmount, _FresnelSharpness, _SunReflection;
- /*
- half _SpecularAmount;
- half4 _SpecularColor;
- */
- float4 _NoiseMap_ST;
- // _COLORMODE_LINEAR:
- half4 _ColorShallow, _ColorDeep;
- // _COLORMODE_GRADIENT_TEXTURE:
- float4 _ColorGradient_ST;
- CBUFFER_END
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float2 texcoord : TEXCOORD0;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionHCS : SV_POSITION;
- float3 positionWS : TEXCOORD6;
- float2 uv : TEXCOORD0;
- float4 screenPosition : TEXCOORD1;
- float waveHeight : TEXCOORD2;
- float3 normal : TEXCOORD3; // World space.
- float3 viewDir : TEXCOORD4; // World space.
- half fogFactor : TEXCOORD5;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float2 GradientNoise_Dir(float2 p)
- {
- // Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
- // 3d0a9085-1fec-441a-bba6-f1121cdbe3ba
- p = p % 289;
- float x = (34 * p.x + 1) * p.x % 289 + p.y;
- x = (34 * x + 1) * x % 289;
- x = frac(x / 41) * 2 - 1;
- return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
- }
- float GradientNoise(float2 UV, float Scale)
- {
- const float2 p = UV * Scale;
- const float2 ip = floor(p);
- float2 fp = frac(p);
- const float d00 = dot(GradientNoise_Dir(ip), fp);
- const float d01 = dot(GradientNoise_Dir(ip + float2(0, 1)), fp - float2(0, 1));
- const float d10 = dot(GradientNoise_Dir(ip + float2(1, 0)), fp - float2(1, 0));
- const float d11 = dot(GradientNoise_Dir(ip + float2(1, 1)), fp - float2(1, 1));
- fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
- return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
- }
- inline float DepthFade(float2 uv, VertexOutput i)
- {
- const float is_ortho = unity_OrthoParams.w;
- const float is_persp = 1.0 - unity_OrthoParams.w;
- const float depth_packed = SampleSceneDepth(uv);
- // Separately handles orthographic and perspective cameras.
- const float scene_depth = lerp(_ProjectionParams.z, _ProjectionParams.y, depth_packed) * is_ortho +
- LinearEyeDepth(SampleSceneDepth(uv), _ZBufferParams) * is_persp;
- const float surface_depth = lerp(_ProjectionParams.z, _ProjectionParams.y, i.screenPosition.z) *
- is_ortho + i.screenPosition.w * is_persp;
- const float water_depth = scene_depth - surface_depth;
- return saturate((water_depth - _FadeDistance) / _WaterDepth);
- }
- inline float SineWave(float3 pos, float offset)
- {
- return sin(
- offset + _Time.z * _WaveSpeed + (pos.x * sin(offset + _WaveDirection * PI) + pos.z *
- cos(offset + _WaveDirection * PI)) * _WaveFrequency);
- }
- inline float WaveHeight(float2 texcoord, float3 position)
- {
- float s = 0;
- #if !defined(_WAVEMODE_NONE)
- float2 noise_uv = texcoord * _WaveFrequency;
- float noise01 = GradientNoise(noise_uv, 1.0);
- float noise = (noise01 * 2.0 - 1.0) * _WaveNoise;
- s = SineWave(position, noise);
- #if defined(_WAVEMODE_GRID)
- s *= SineWave(position, HALF_PI + noise);
- #endif
- #if defined(_WAVEMODE_POINTY)
- s = 1.0 - abs(s);
- #endif
- #endif
- return s;
- }
- inline void AdditionalLights(float3 WorldPosition, out half3 Color, out half Attenuation) {
- Color = 0;
- Attenuation = 0;
- #ifdef _ADDITIONAL_LIGHTS
- const half4 shadowMask = half4(1, 1, 1, 1);
- const uint numAdditionalLights = GetAdditionalLightsCount();
- for (uint lightI = 0; lightI < numAdditionalLights; lightI++) {
- Light light = GetAdditionalLight(lightI, WorldPosition, shadowMask);
- Color += light.color;
- Attenuation += light.distanceAttenuation * light.shadowAttenuation;
- }
- Attenuation = saturate(Attenuation);
- #endif
- }
- VertexOutput vert(VertexInput i)
- {
- #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
- #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
- CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(i.positionOS, i.normalOS, i.tangentOS)
- #else
- CURVEDWORLD_TRANSFORM_VERTEX(i.positionOS)
- #endif
- #endif
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_TRANSFER_INSTANCE_ID(i, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- // Vertex animation.
- const float3 originalPositionWS = TransformObjectToWorld(i.positionOS.xyz);
- const float s = WaveHeight(i.texcoord, originalPositionWS);
- o.waveHeight = s;
- o.positionWS = originalPositionWS;
- o.positionWS.y += s * _WaveAmplitude;
- o.positionHCS = TransformWorldToHClip(o.positionWS);
- o.screenPosition = ComputeScreenPos(o.positionHCS);
- o.uv = i.texcoord;
- {
- // Normals.
- const float3 viewDirWS = GetCameraPositionWS() - o.positionWS;
- o.viewDir = viewDirWS;
- const VertexNormalInputs normalInput = GetVertexNormalInputs(i.normalOS, i.tangentOS);
- const float sample_distance = 0.01;
- float3 pos_tangent = originalPositionWS + normalInput.tangentWS * sample_distance;
- pos_tangent.y += WaveHeight(i.texcoord, pos_tangent) * _WaveAmplitude;
- float3 pos_bitangent = originalPositionWS + normalInput.bitangentWS * sample_distance;
- pos_bitangent.y += WaveHeight(i.texcoord, pos_bitangent) * _WaveAmplitude;
- const float3 modified_tangent = pos_tangent - o.positionWS;
- const float3 modified_bitangent = pos_bitangent - o.positionWS;
- const float3 modified_normal = cross(modified_tangent, modified_bitangent);
- o.normal = normalize(modified_normal);
- }
- const half fogFactor = ComputeFogFactor(o.positionHCS.z);
- o.fogFactor = fogFactor;
- return o;
- }
- half4 frag(VertexOutput i) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- // Refraction.
- const float2 noise_uv_refraction = i.uv * _RefractionFrequency + _Time.zz * _RefractionSpeed;
- const float noise01_refraction = GradientNoise(noise_uv_refraction, _RefractionScale);
- const float noise11_refraction = noise01_refraction * 2.0f - 1.0f;
- const float2 screen_uv = i.screenPosition.xy / i.screenPosition.w;
- const float depth_fade_original = DepthFade(screen_uv, i);
- float2 displaced_uv = screen_uv + noise11_refraction * _RefractionAmplitude * depth_fade_original;
- float depth_fade = DepthFade(displaced_uv, i);
- if (depth_fade <= 0.0f) // If above water surface.
- {
- displaced_uv = screen_uv;
- depth_fade = DepthFade(displaced_uv, i);
- }
- const half3 scene_color = SampleSceneColor(displaced_uv);
- half3 c = scene_color;
- // Water depth.
- half4 depth_color;
- half4 color_shallow;
- #if defined(_COLORMODE_LINEAR)
- depth_color = lerp(_ColorShallow, _ColorDeep, depth_fade);
- color_shallow = _ColorShallow;
- #endif
- #if defined(_COLORMODE_GRADIENT_TEXTURE)
- float2 gradient_uv = float2(depth_fade, 0.5f);
- depth_color = SAMPLE_TEXTURE2D(_ColorGradient, sampler_ColorGradient, gradient_uv);
- color_shallow = SAMPLE_TEXTURE2D(_ColorGradient, sampler_ColorGradient, float2(0.0f, 0.5f));
- #endif
- c = lerp(depth_color.rgb, c, _WaterClearness * depth_color.a);
- // Crest.
- {
- const half c_inv = 1.0f - _CrestSize;
- c = lerp(c, _CrestColor.rgb,
- smoothstep(c_inv, saturate(c_inv + (1.0f - _CrestSharpness)),
- i.waveHeight) * _CrestColor.a);
- }
- // Foam.
- #if !defined(_FOAMMODE_NONE)
- float2 stretch_factor = float2(_FoamStretchX, _FoamStretchY);
- float noise_foam_base;
- #if defined(_FOAMMODE_TEXTURE)
- const float2 rotated_uv = i.uv * cos(_FoamDirection * PI) +
- float2(i.uv.y, -i.uv.x) * sin(_FoamDirection * PI);
- const float2 noise_uv_foam = rotated_uv * 100.0f + _Time.zz * _FoamSpeed;
- noise_foam_base = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap,
- noise_uv_foam * stretch_factor / (_FoamScale * 100.0)).r;
- #endif
- #if defined(_FOAMMODE_GRADIENT_NOISE)
- // This rotation is not exactly correct, but we're keeping it for backwards compatibility.
- const float uv_angle = atan2(i.uv.y, i.uv.x);
- const float cs = cos(uv_angle + _FoamDirection * PI);
- const float sn = sin(uv_angle + _FoamDirection * PI);
- const float2 rotated_uv = float2(i.uv.x * cs - i.uv.y * sn, i.uv.x * sn + i.uv.y * cs);
- const float2 noise_uv_foam = rotated_uv * 100.0f + _Time.zz * _FoamSpeed;
- noise_foam_base = GradientNoise(noise_uv_foam * stretch_factor, _FoamScale);
- #endif
- float foam_blur = 1.0 - _FoamSharpness + 1e-6;
- float shore_fade = saturate(depth_fade / _FoamDepth);
- float hard_foam_end = 0.1;
- float soft_foam_end = hard_foam_end + foam_blur * 0.3;
- float foam_shore = smoothstep(0.5 - foam_blur * 0.5, 0.5 + foam_blur * 0.5, noise_foam_base);
- foam_shore = saturate(smoothstep(soft_foam_end, hard_foam_end, shore_fade) +
- smoothstep(1, soft_foam_end, shore_fade) * foam_shore * _FoamNoiseAmount);
- float foam_surface = smoothstep(noise_foam_base, noise_foam_base + foam_blur, _FoamAmount);
- foam_surface = smoothstep(0.5 - foam_blur * 0.5, 0.5 + foam_blur * 0.5, foam_surface);
- float foam = saturate(foam_shore + foam_surface);
- c = lerp(c, _FoamColor.rgb, foam * _FoamColor.a);
- #endif
- // Shadows.
- #ifndef _MAIN_LIGHT_SHADOWS
- #define _MAIN_LIGHT_SHADOWS // Since URP 13 or 14 this is not defined by default.
- #endif
- #if defined(_MAIN_LIGHT_SHADOWS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = i.positionWS.xyz;
- float4 shadowCoord = GetShadowCoord(vertexInput);
- half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
- c = lerp(c, c * color_shallow.rgb, _ShadowStrength * (1.0h - shadowAttenutation));
- #endif
- /*
- // Specular.
- {
- const float3 viewDirWS = normalize(i.viewDir);
- const float3 normalWS = normalize(i.normal);
- const float3 lightDirWS = -GetMainLight().direction;
- const float3 halfDirWS = normalize(viewDirWS + lightDirWS);
- const float specular = pow(saturate(dot(normalWS, halfDirWS)), 1.0f);
- c = lerp(c, c * _SpecularColor.rgb, specular * _SpecularAmount);
- }
- */
- c *= lerp(half3(1, 1, 1), _MainLightColor.rgb, _LightContribution);
- #if defined(_ADDITIONAL_LIGHTS)
- half3 lightColor;
- half lightAttenuation;
- AdditionalLights(i.positionWS, lightColor, lightAttenuation);
- lightColor = lerp(half3(1, 1, 1), lightColor, _LightContribution);
- c += lightColor * lightAttenuation;
- #if !defined(_FOAMMODE_NONE)
- c = lerp(c, _FoamColor.rgb * lightColor, foam * _FoamColor.a * lightAttenuation);
- #endif
- #endif
- c = MixFog(c, i.fogFactor);
- return half4(c, 1);
- }
- ENDHLSL
- }
- }
- CustomEditor "FlatKitWaterEditor"
- }
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