sunset box: refraction
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b4bf728285
commit
32d7e50e40
2 changed files with 43 additions and 18 deletions
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@ -59,6 +59,10 @@ Material:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _WaterNormal:
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m_Texture: {fileID: 2800000, guid: cafeae09bbcef5a6cabeaac76bab5462, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _WaterSurface:
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m_Texture: {fileID: 2800000, guid: cafeae09bbcef5a6cabeaac76bab5462, type: 3}
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m_Scale: {x: 1.6, y: 1}
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@ -72,7 +76,7 @@ Material:
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Grid: 0
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- _HeightOffset: -0.7
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- _HeightOffset: -1
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- _HorizonTint: 0.1
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- _Metallic: 0
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- _Mode: 0
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@ -92,12 +96,12 @@ Material:
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- _SunRadius: 0.037
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- _Temp: 0.703
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- _UVSec: 0
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- _WaveStrength: 0.5
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- _WaveStrength: 1
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _HorizonCol: {r: 0.43, g: 0.27, b: 0.49, a: 1}
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- _SkyCol: {r: 0.13841508, g: 0.08388217, b: 0.2735849, a: 1}
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- _SkyCol: {r: 0.08235293, g: 0.09343877, b: 0.27450982, a: 1}
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- _SunCol: {r: 1, g: 0.5988961, b: 0.05098039, a: 1}
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- _WaterCol: {r: 0.041651834, g: 0.0754717, b: 0.060873438, a: 1}
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- _WaterCol: {r: 0.6556604, g: 1, b: 0.8435335, a: 1}
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@ -24,7 +24,7 @@
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_WaterCol ("Water color", Color) = (0.03, 0.08, 0.12, 1.0)
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_WaveStrength ("Wave scale", Range(0, 1)) = 1
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[NoScaleOffset]
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_WaterSurface ("Surface Normal", 2D) = "white" {}
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_WaterNormal ("Surface Normal", 2D) = "white" {}
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[Header(Debug)]
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_Grid ("Grid visibility", Range(0, 1)) = 0
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@ -76,7 +76,7 @@
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float _SunRadius;
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float _SunCutoff;
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sampler2D _WaterSurface;
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sampler2D _WaterNormal;
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float3 _WaterCol;
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float _HeightOffset;
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float _WaveStrength;
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@ -93,15 +93,20 @@
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}
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float3 get_water_normal(float2 pos) {
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pos *= 0.03;
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pos *= 0.3;
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float3 normal = 0;
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float t1 = _Time.x * 0.18;
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normal += (tex2D(_WaterSurface, pos * 1.04 + float2(t1, t1 * 0.5)) - 0.5);
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normal += (tex2D(_WaterNormal, float2(1, -1) * pos + float2(t1, t1 * 0.5)) - 0.5).zxy;
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float t2 = _Time.x * 0.37;
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normal += (tex2D(_WaterSurface, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5);
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// float t3 = _Time.x * 0.08;
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// normal += (tex2D(_WaterSurface, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5);
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normal = normalize(normal.zxy);
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normal += (tex2D(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5).zxy;
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float t3 = _Time.x * 0.08;
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normal += (tex2D(_WaterNormal, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5).zxy;
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// normal = normalize(normal.zxy);
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// normal = UP;
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// normal += (tex2D(_NoiseTex, pos).zxy - 0.5)*0.4;
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normal = normalize(normal);
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// return UP;
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return lerp(UP, normal, _WaveStrength);
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@ -157,14 +162,21 @@
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col = lerp(col, star_col, star_strength);
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/// debug grid
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col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04));
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/// sun
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float alignment = min(acos(dot(dir, sun_dir)), 1);
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float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
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col = lerp(col, _SunCol, sun_amount);
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/// debug grid
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// col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04));
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col = lerp(col, WHITE, _Grid * (
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pow(frac( cellx), 20) +
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pow(frac( celly), 20) +
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pow(frac(-cellx), 20) +
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pow(frac(-celly), 20)
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));
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return col;
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}
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@ -172,7 +184,9 @@
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{
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// float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
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float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float3 sun_dir = normalize(mul(unity_ObjectToWorld, float4(0, 0, 1, 1)) * float3(1, 0, 1) - origin);
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float3 sun_dir = mul(unity_ObjectToWorld, float4(0, 0, 1, 1)) * float3(1, 0, 1) - origin;
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// sun_dir.y = sin(_Time.x * 10) * 0.05;
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sun_dir = normalize(sun_dir);
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float3 dir = normalize(i.hit_pos - i.cam_pos);
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float theta = atan2(dir.x, dir.z); // latitude
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@ -191,12 +205,19 @@
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);
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float3 water_normal = get_water_normal(surface_pos.xz);
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float3 refracted_dir = normalize(refract(dir, water_normal, 1/1.333));
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float subsurf = (refracted_dir.y + 1);
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dir = reflect(dir, water_normal);
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phi = asin(dir.y);
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float hit_angle = dot(dir, water_normal);
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float3 sky_reflection = sky(dir, theta, phi, sun_dir);
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col = lerp(sky_reflection, _WaterCol, hit_angle);
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float3 sky_reflection = sky(dir, theta, phi, sun_dir) ;
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float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol;
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col = water_col * subsurf * 12;
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col = lerp(sky_reflection, col, hit_angle);
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// float distance = length(surface_pos - camera_local_pos);
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// float fog_factor = smoothstep(10, 70, distance) * 0.4;
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// col = lerp(col, horizon_col, fog_factor);
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