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seascape.shader
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//Original source https://www.shadertoy.com/view/Ms2SD1
//translated from GLSL to CG by Przemyslaw Zaworski
Shader "SEASCAPE"
{
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
static const int num_steps = 8;
static const float pi = 3.1415;
static const float epsilon = 0.001;
static const float epsilon_nrm = 0.0001 ;
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);
struct v2f
{
float4 screen_space_vertex : SV_POSITION;
float3 world_space_vertex : TEXCOORD0;
};
float fract(float x) {
return x - floor(x);
}
float2 fract(float2 x) {
return x - floor(x);
}
float hash (float2 p)
{
float h = dot(p,float2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise (float2 p)
{
float2 i = floor( p );
float2 f = fract( 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;
}
float3 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 ret;
}
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;
}
float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist)
{
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));
return color;
}
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, out float3 p)
{
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++)
{
tmid = lerp(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0)
{
tx = tmid;
hx = hmid;
}
else
{
tm = tmid;
hm = hmid;
}
}
return tmid;
}
v2f vertex_shader (float4 vertex : position)
{
v2f o;
o.screen_space_vertex = mul(UNITY_MATRIX_MVP, vertex);
o.world_space_vertex = mul(_Object2World, vertex).xyz;
return o;
}
float4 pixel_shader (v2f i) : SV_Target
{
float3 worldPosition = _WorldSpaceCameraPos;
float3 viewDirection = normalize(i.world_space_vertex - _WorldSpaceCameraPos);
float3 p = float3(5.0,233.0,1.0);
float3 dist = heightMapTracing(worldPosition,viewDirection,p) - worldPosition;
float3 n = getNormal(p, dot(dist,dist) * epsilon_nrm);
float3 light = normalize (float3 (0.0,1.0,0.8));
float3 color = lerp (getSkyColor(viewDirection), getSeaColor(p,n,light,viewDirection,dist), pow(smoothstep(0.0,-0.05,viewDirection.y),0.3));
float4 fragColor;
return fragColor = float4(pow(color,float3(0.75,0.75,0.75)),1.0);
}
ENDCG
}
}
}