animate water

This commit is contained in:
Crispy 2023-02-12 16:50:08 +01:00
parent e70b55ff58
commit 3bbd3d9aaf

View file

@ -22,6 +22,7 @@
_StarTint ("Star tint", Range(0, 1)) = 0.4
[Header(Water)]
_WaterCol ("Water color", Color) = (0.03, 0.08, 0.12, 1.0)
[NoScaleOffset]
_WaterSurface ("Surface Normal", 2D) = "white" {}
_Temp ("Wave scale", Range(0, 1)) = 0
[Header(Debug)]
@ -90,6 +91,16 @@
return o;
}
fixed3 get_water_normal(float2 pos) {
float3 normal = 0.0;
float t1 = _Time.x * 0.2;
normal += (tex2D(_WaterSurface, pos * 1.0 + float2(t1, t1*0.5)) - 0.5);
float t2 = _Time.x * 0.5;
normal += (tex2D(_WaterSurface, pos * 0.2 + float2(t2*0.5, t2)) - 0.5) * 0.25;
return normalize(normal.zxy);
}
fixed4 frag (v2f i) : SV_Target
{
float water_mod = 0.0;
@ -104,7 +115,7 @@
0.0,
camera_local_pos.z - camera_local_pos.y / (real_dir.y / real_dir.z)
);
float3 water_normal = normalize((tex2D(_WaterSurface, surface_pos.xz * _Temp) - 0.5).zxy);
float3 water_normal = get_water_normal(surface_pos.xz);
dir = reflect(dir, water_normal);
water_mod = dot(dir, water_normal);
@ -163,13 +174,7 @@
float sun_amount = max(min(_SunRadius/alignment * sun_gradient, 5) - _SunCutoff, 0);
col = lerp(col, _SunCol, sun_amount);
col = lerp(col, _WaterCol, water_mod);
// debug, this should not be visible
if (dir.y < 0) {
return fixed4(1, 0, 0, 1);
}
return col;
}
ENDCG