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ocean.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Original source https://www.shadertoy.com/view/Ms2SD1
//translated from GLSL to CG by Przemyslaw Zaworski
Shader "Ocean"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform float4x4 _CameraInvViewMatrix;
uniform float4x4 _FrustumCornersES;
uniform float4 _CameraWS;
float4 _LightColor0;
struct custom_type
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 ray : TEXCOORD1;
};
static const int num_steps = 8;
static const float pi = 3.1415;
static const float epsilon = 0.001;
static const float epsilon_nrm = 0.00001 ;
static const int iter_geometry = 3;
static const int iter_fragment = 5;
static const float sea_height = 0.6;
static const float sea_choppy = 4.0;
static const float sea_speed = 0.8;
static const float sea_freq = 0.16;
static const float3 sea_base = float3(0.1,0.19,0.22);
static const float3 sea_water_color = float3(0.8,0.9,0.6);
static const float2x2 octave_m = float2x2(1.6,1.2,-1.2,1.6);
float hash (float2 p)
{
float h = dot(p,float2(127.1,311.7));
return frac(sin(h)*43758.5453123);
}
float noise (float2 p)
{
float2 i = floor( p );
float2 f = frac( p );
float2 u = f*f*(3.0-2.0*f);
return float(-1.0+2.0*lerp( lerp( hash( i + float2(0.0,0.0) ),hash( i + float2(1.0,0.0) ), u.x), lerp( hash( i + float2(0.0,1.0) ),hash( i + float2(1.0,1.0) ), u.x), u.y));
}
float diffuse(float3 n,float3 l,float p)
{
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(float3 n,float3 l,float3 e,float s)
{
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
float4 getSkyColor(float3 e)
{
e.y = max(e.y,0.0);
float3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return float4(ret,0.0);
}
float sea_octave(float2 uv, float choppy)
{
uv += noise(uv);
float2 wv = 1.0-abs(sin(uv));
float2 swv = abs(cos(uv));
wv = lerp(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(float3 p)
{
float freq = sea_freq;
float amp = sea_height;
float choppy = sea_choppy;
float2 uv = p.xz; uv.x *= 0.75;
float d = 0.0;
float h = 0.0;
for(int i = 0; i < iter_geometry; i++)
{
d = sea_octave((uv+float(_Time.g * sea_speed))*freq,choppy);
d += sea_octave((uv-float(_Time.g * sea_speed))*freq,choppy);
h += d * amp;
uv = mul(octave_m,uv);
freq *= 1.9;
amp *= 0.22;
choppy = lerp(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(float3 p)
{
float freq = sea_freq;
float amp = sea_height;
float choppy = sea_choppy;
float2 uv = p.xz;
uv.x *= 0.75;
float d = 0.0;
float h = 0.0;
for(int i = 0; i < iter_fragment; i++)
{
d = sea_octave((uv+float(_Time.g * sea_speed))*freq,choppy);
d += sea_octave((uv-float(_Time.g * sea_speed))*freq,choppy);
h += d * amp;
uv = mul(octave_m,uv);
freq *= 1.9;
amp *= 0.22;
choppy = lerp(choppy,1.0,0.2);
}
return p.y - h;
}
float4 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist,float r)
{
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.65;
float3 reflected = getSkyColor(reflect(eye,n));
float3 refracted = sea_base + diffuse(n,l,80.0) * sea_water_color * 0.12;
float3 color = lerp(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += sea_water_color * (p.y - sea_height) * 0.18 * atten;
color += float3(specular(n,l,eye,60.0),specular(n,l,eye,60.0),specular(n,l,eye,60.0));
if (r ==1.0) return float4(color,1.0);
else return float4(color,0.0);
}
float3 getNormal(float3 p, float eps)
{
float3 n;
n.y = map_detailed(p);
n.x = map_detailed(float3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(float3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(float3 ori, float3 dir, float s, out float3 p, out float result)
{
float t = 0;
p=float3(0.0,0.0,0.0);
result =0.0;
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < num_steps; i++)
{
if (t >= s ) result = 0.0; else result=1.0;
tmid = lerp(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
t +=tmid;
if(hmid < 0)
{
tx = tmid;
hx = hmid;
}
else
{
tm = tmid;
hm = hmid;
}
}
return tmid;
}
custom_type vertex_shader (float4 vertex:POSITION,float2 uv:TEXCOORD0)
{
custom_type vs;
half index = vertex.z;
vertex.z = 0.1;
vs.pos = UnityObjectToClipPos(vertex);
vs.uv = uv.xy;
vs.ray = _FrustumCornersES[(int)index].xyz;
vs.ray /= abs(vs.ray.z);
vs.ray = mul(_CameraInvViewMatrix, vs.ray);
return vs;
}
float4 pixel_shader (custom_type i) : SV_Target
{
float3 worldPosition = _CameraWS;
float3 viewDirection = normalize(i.ray);
float3 p = float3(5.0,23.0,1.0);
float result ;
float depth = LinearEyeDepth(tex2D(_CameraDepthTexture,i.uv).r)*length(i.ray);
float3 dist = heightMapTracing(worldPosition,viewDirection,depth,p,result) - worldPosition;
float3 n = getNormal(p, dot(dist,dist) * epsilon_nrm);
float3 light = normalize (float3 (100.0,100.0,100.0));
float4 volume= float4 (lerp (getSkyColor(viewDirection), getSeaColor(p,n,light,viewDirection,dist,result), pow(smoothstep(0.0,-0.05,viewDirection.y),0.3)));
float4 c = tex2D(_MainTex,i.uv);
return lerp(c,volume,volume.w);
}
ENDCG
}
}
}