// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' #include "CalmWater_Variables.cginc" #ifndef CALMWATER_HELPER_INCLUDED #define CALMWATER_HELPER_INCLUDED // ===================================== // Lighting // ===================================== // NOTE: some intricacy in shader compiler on some GLES2.0 platforms (iOS) needs 'viewDir' & 'h' // to be mediump instead of lowp, otherwise specular highlight becomes too bright. // Lighting Terms =============================================================================== half DiffuseTerm (half3 normalDir,half3 lightDir){ return max (0, dot(normalDir,lightDir)); } half NdotVTerm(half3 normalDir,half3 viewDir){ return dot(normalDir,viewDir); } float3 SpecularColor (half gloss, half3 lightDir,half3 viewDir,half3 normalDir) { half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, normalDir))); //half diffuseFactor = max(0.0, dot(normalDir, lightDir)); half3 spec = pow(reflectiveFactor, gloss * 128); return _LightColor0.rgb * _SpecColor.rgb * spec; } float FresnelSpecular(float NdotV, float power) { float fresnel = pow(max(0.0, 1.0 - NdotV), power); float result = fresnel * fresnel; return saturate(result); } // Helpers ====================================================================================== float smootherstep(float x) { x = saturate(x); return saturate(x * x * x * (x * (6 * x - 15) + 10)); } inline float4 AnimateBump(float2 uv){ // #if _WORLDSPACE_ON // uv = -uv; // #endif // float4 coords; coords.xy = TRANSFORM_TEX(uv,_BumpMap); coords.zw = TRANSFORM_TEX(uv,_BumpMap) * 0.5; coords += frac(_Speeds * _Time.x); return coords; } inline float2 AnimateLargeBump(half4 ST, float2 uv, float2 speed) { float2 coords; coords = uv * ST.xy + ST.zw; coords += frac(speed * _Time.x); return coords; } inline half3 SafeNormalize(half3 inVec) { half dp3 = max(0.001f, dot(inVec, inVec)); return inVec * rsqrt(dp3); } inline fixed4 SampleFlowMap( sampler2D tex, float2 texUV, sampler2D flowMap, float2 uv, float speed, float intensity) { half4 flowVal = (tex2D(flowMap, uv) * 2 - 1) * intensity; float dif1 = frac(_Time.x * speed + 0.5); float dif2 = frac(_Time.x * speed); half lerpVal = abs((0.5 - dif1) / 0.5); half4 col1 = tex2D(tex, texUV - flowVal.xy * dif1); half4 col2 = tex2D(tex, texUV - flowVal.xy * dif2); return lerp(col1, col2, lerpVal); } inline float4 OffsetUV(float4 uv, float2 offset) { #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE uv.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(uv.z) + uv.xy; #else uv.xy = offset * uv.z + uv.xy; #endif return uv; } inline float4 OffsetDepth(float4 uv, float2 offset) { uv.xy = offset * uv.z + uv.xy; return uv; } inline float texDepth (float4 uv) { return LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(uv))); } inline half3 WorldNormal(half3 t0,half3 t1, half3 t2, half3 bump) { return normalize( half3( dot(t0, bump) , dot(t1, bump) , dot(t2, bump) ) ); } inline float3 ProjectedWorldPos(float3 worldPos, float sceneDepth, float pixelDepth) { float3 pos = worldPos - _WorldSpaceCameraPos; float depthDiff = sceneDepth / pixelDepth; pos.xyz *= depthDiff; pos.xyz += _WorldSpaceCameraPos; return pos; } inline float DistanceFade(float depth, float pixelDepth, float start, float end) { float dist = (abs(depth - pixelDepth) - end) / (start - end); return saturate(dist); } //========================================================================================================== // Rim //========================================================================================================== inline fixed RimLight (half3 vDir,fixed3 n,fixed rimPower) { return pow(1.0 - saturate(dot(SafeNormalize(vDir),n)),rimPower); } //========================================================================================================== // UnpackNormals blend and scale //========================================================================================================== half3 UnpackNormalScale(half4 n1, half scale) { #if defined(UNITY_NO_DXT5nm) half3 normal = normalize((n1.xyz * 2 - 1)); #if (SHADER_TARGET >= 30) normal.xy *= scale; #endif return normal; #else half3 normal; normal.xy = (n1.wy * 2 - 1); #if (SHADER_TARGET >= 30) normal.xy *= scale; #endif normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); return normalize(normal); #endif } // ======================================================= // Displacement // ======================================================= void Wave (out half3 offs, out half3 nrml, half3 vtx, half4 tileableVtx,half amplitude ,half frequency,half s) { float4 v0 = tileableVtx; float4 v1 = v0 + float4(0.05,0,0,0); float4 v2 = v0 + float4(0,0,0.05,0); float speed = s * _Time.y; amplitude *= 0.01; v0.y += sin ( speed + (v0.x * frequency )) * amplitude; v1.y += sin ( speed + (v1.x * frequency )) * amplitude; v2.y += sin ( speed + (v2.x * frequency )) * amplitude; v0.y -= cos ( speed + (v0.z * frequency )) * amplitude; v1.y -= cos ( speed + (v1.z * frequency )) * amplitude; v2.y -= cos ( speed + (v2.z * frequency )) * amplitude; v1.y -= (v1.y - v0.y) * (1 - _Smoothing); v2.y -= (v2.y - v0.y) * (1 - _Smoothing); float3 vna = cross(v2-v0,v1-v0); float4 vn = mul(float4x4(unity_WorldToObject), float4(vna,0) ); nrml = normalize (vn).xyz; offs = mul(float4x4(unity_WorldToObject),v0).xyz; } half3 GerstnerNormal (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 *= _Smoothing; nrml = normalize (nrml); return nrml; } half3 GerstnerOffset (half2 xzVtx, half steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) { half3 offsets; half4 AB = steepness * amp.xxyy * dirAB.xyzw; half4 CD = steepness * 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; } void Gerstner ( out half3 offs, out half3 nrml, half3 vtx, half3 tileableVtx, half4 amplitude, half4 frequency, half4 steepness, half4 speed, half4 directionAB, half4 directionCD) { offs = GerstnerOffset(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD); nrml = GerstnerNormal(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD); } // Texture Displacement float sampleDisplacementTexture(float2 uv) { uv *= _DisplacementTex_ST.xy * 0.1; uv += _DisplacementTex_ST.zw; float4 uv1 = float4(uv + frac(_DisplacementSpeed.xy * _Time.x), 0, 0); float4 uv2 = float4(uv * float2(0.5, 0.5) - frac(_DisplacementSpeed.zw * _Time.x * 0.5) , 0, 0); float wave1 = tex2Dlod(_DisplacementTex, uv1); float wave2 = tex2Dlod(_DisplacementTex, uv2); float waveMix = wave1 + wave2; return waveMix * 2.0 - 1.0; } void TextureDisplacement( out half3 offs, out half3 nrml, float4 vtx, float intensity, float vectorLength) { float4 v0 = vtx; float4 v1 = v0 + float4(vectorLength, 0.0, 0.0, 0.0); float4 v2 = v0 + float4(0.0, 0.0, vectorLength, 0.0); float2 v0UV = mul(unity_ObjectToWorld, v0).xz; float2 v1UV = mul(unity_ObjectToWorld, v1).xz; float2 v2UV = mul(unity_ObjectToWorld, v2).xz; v0.y += sampleDisplacementTexture(v0UV) * intensity; v1.y += sampleDisplacementTexture(v1UV) * intensity; v2.y += sampleDisplacementTexture(v2UV) * intensity; offs = v0; float3 vn = cross(v2.xyz - v0.xyz, v1.xyz - v0.xyz); vn.xz *= _Smoothing.xx; nrml = normalize(vn); } #endif