227 lines
12 KiB
GLSL
227 lines
12 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "FAE/Water" {
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Properties {
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_WaterColor ("Water Color", Color) = (0.1467344,0.4798458,0.8676471,1)
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_RimColor ("Rim Color", Color) = (1,1,1,1)
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_Transparency ("Transparency", Range(0, 1)) = 0
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_Glossiness ("Glossiness", Range(0, 1)) = 0
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_Depth ("Depth", Range(0, 30)) = 0.5
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_Depthdarkness ("Depth darkness", Range(0, 1)) = 1
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_RimSize ("Rim Size", Range(0, 4)) = 1.5
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_Rimfalloff ("Rim falloff", Float ) = 1.5
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_RefractionAmount ("Refraction Amount", Range(0, 0.2)) = 0
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[NoScaleOffset][Normal]_Normals ("Normals", 2D) = "bump" {}
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[NoScaleOffset]_Shadermap ("Shadermap", 2D) = "bump" {}
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_Tiling ("Tiling", Float ) = 0.05
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_FlowSpeed ("FlowSpeed", Float ) = 1
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent-1"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_FORWARDBASE
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3 psp2
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform float _RimSize;
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uniform float4 _WaterColor;
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uniform float4 _RimColor;
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uniform float _Rimfalloff;
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uniform sampler2D _Shadermap;
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uniform float _RefractionAmount;
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uniform float _Transparency;
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uniform sampler2D _Normals;
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uniform float _Glossiness;
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uniform float _Depth;
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uniform float _Depthdarkness;
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uniform float _Tiling;
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uniform float _FlowSpeed;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 posWorld : TEXCOORD0;
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float3 normalDir : TEXCOORD1;
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float3 tangentDir : TEXCOORD2;
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float3 bitangentDir : TEXCOORD3;
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float4 screenPos : TEXCOORD4;
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float4 projPos : TEXCOORD5;
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UNITY_FOG_COORDS(6)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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o.screenPos = o.pos;
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 node_8305 = _Time + _TimeEditor;
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float node_3981 = (node_8305.r*0.8);
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float2 node_4686 = i.posWorld.rgb.rb;
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float2 node_5510 = (node_4686*_Tiling);
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float2 node_9360 = (node_5510+node_3981*float2(0,1.1));
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float3 node_4911 = UnpackNormal(tex2D(_Normals,node_9360));
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float2 node_1488 = (node_5510+node_3981*float2(0.9,0));
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float3 node_49111 = UnpackNormal(tex2D(_Normals,node_1488));
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float3 node_1309_nrm_base = node_4911.rgb + float3(0,0,1);
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float3 node_1309_nrm_detail = node_49111.rgb * float3(-1,-1,1);
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float3 node_1309_nrm_combined = node_1309_nrm_base*dot(node_1309_nrm_base, node_1309_nrm_detail)/node_1309_nrm_base.z - node_1309_nrm_detail;
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float3 node_1309 = node_1309_nrm_combined;
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float3 Normals = node_1309;
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float3 normalLocal = Normals;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = 1.0 - (saturate(( node_49111.b > 0.5 ? (1.0-(1.0-2.0*(node_49111.b-0.5))*(1.0-node_4911.b)) : (2.0*node_49111.b*node_4911.b) ))*_Glossiness); // Convert roughness to gloss
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float specPow = exp2( gloss * 10.0+1.0);
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) || defined(UNITY_ENABLE_REFLECTION_BUFFERS)
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float3 specularColor = 0.0;
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float specularMonochrome;
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float2 node_1318 = ((node_4686*0.5)+node_3981*float2(0.9,0));
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float4 node_1028 = tex2D(_Shadermap,node_1318);
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float2 node_6391 = ((0.2*node_4686)+node_3981*float2(0,1.1));
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float4 node_6468 = tex2D(_Shadermap,node_6391);
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float node_8987 = saturate((pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff) > 0.5 ? (1.0-(1.0-2.0*(pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)-0.5))*(1.0-(node_1028.b*node_6468.b))) : (2.0*pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)*(node_1028.b*node_6468.b))) );
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float3 node_5570 = lerp(_RimColor.rgb,_WaterColor.rgb,node_8987);
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float node_4175 = saturate((sceneZ-partZ)/_Depth);
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float2 node_2371 = ((node_5510*0.25)+(node_3981*_FlowSpeed)*float2(0,1));
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float4 _node_1611 = tex2D(_Shadermap,node_2371);
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float3 diffuseColor = (lerp(node_5570,(node_5570*(1.0 - _Depthdarkness)),node_4175)+((1.0 - _node_1611.b)*0.1)); // Need this for specular when using metallic
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = max(0.0,dot( normalDirection, viewDirection ));
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float NdotH = max(0.0,dot( normalDirection, halfDirection ));
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float VdotH = max(0.0,dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
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float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
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float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
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if (IsGammaSpace())
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specularPBL = sqrt(max(1e-4h, specularPBL));
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specularPBL = max(0, specularPBL * NdotL);
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float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = dot( normalDirection, lightDirection );
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float3 NdotLWrap = NdotL * ( 1.0 );
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float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap);
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float nlPow5 = Pow5(1-NdotLWrap);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = (forwardLight + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
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//indirectDiffuse += UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, viewReflectDirection).rgb * 0.0; // Diffuse Ambient Light
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate(( lerp(1.0,_Transparency,node_8987) > 0.5 ? (1.0-(1.0-2.0*(lerp(1.0,_Transparency,node_8987)-0.5))*(1.0-node_4175)) : (2.0*lerp(1.0,_Transparency,node_8987)*node_4175) ))),1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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}
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//FallBack "Diffuse"
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} |