sunset box: fixed normals and other thingsTM
This commit is contained in:
parent
32d7e50e40
commit
3f06e84552
9 changed files with 408 additions and 42 deletions
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@ -59,8 +59,20 @@ Material:
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@ -89,14 +101,15 @@ Material:
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@ -104,4 +117,4 @@ Material:
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@ -23,9 +23,15 @@
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_HeightOffset ("Height offset", Range(-10, 10)) = -0.5
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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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_WaveSpeed ("Wave speed", Range(0, 5)) = 1
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[NoScaleOffset]
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_WaterNormal ("Surface Normal", 2D) = "white" {}
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// [NoScaleOffset]
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// _WaterHeight ("Height", 2D) = "white" {}
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// _WaterAO ("AO", 2D) = "white" {}
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[Header(Debug)]
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}
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#define PI 3.1416f
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#define WHITE 1
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#define RED float3(1, 0, 0)
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#define GREEN float3(0, 1, 0)
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#define BLUE float3(0, 1, 1)
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#define UP float3(0, 1, 0)
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struct appdata
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float _SunCutoff;
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sampler2D _WaterNormal;
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// sampler2D _WaterHeight;
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// sampler2D _WaterAO;
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float3 _WaterCol;
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float _HeightOffset;
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float _WaveStrength;
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float _WaveSpeed;
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float _Grid;
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||||
|
@ -93,25 +105,36 @@
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|||
}
|
||||
|
||||
float3 get_water_normal(float2 pos) {
|
||||
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(_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(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5).zxy;
|
||||
float t3 = _Time.x * 0.08;
|
||||
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;
|
||||
// normal += (tex2D(_NoiseTex, pos).zxy - 0.5)*0.4;
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||||
normal = normalize(normal);
|
||||
pos *= 0.05;
|
||||
float time = _Time.x * _WaveSpeed + 5; // offset is to make it look better at frame 0
|
||||
float t1 = time * 0.18;
|
||||
float3 normal = (tex2D(_WaterNormal, pos + float2(t1, -t1 * 0.5)) - 0.5) * 0.5;
|
||||
float t2 = time * 0.37;
|
||||
normal += (tex2D(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5);
|
||||
float t3 = time * 0.08;
|
||||
normal += (tex2D(_WaterNormal, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5);
|
||||
// normal = normalize(normal.zxy); // normal map import settings
|
||||
normal = normalize(normal.rbg) * float3(-1, 1, -1); // standard import settings
|
||||
|
||||
// normal = normalize(normal);
|
||||
|
||||
// return UP;
|
||||
return lerp(UP, normal, _WaveStrength);
|
||||
}
|
||||
|
||||
// float3 get_ao(float2 pos) {
|
||||
// pos *= 0.1;
|
||||
// float3 ao = 0;
|
||||
// float t1 = _Time.x * 0.18;
|
||||
// ao += (tex2D(_WaterAO, float2(1, -1) * pos + float2(t1, t1 * 0.5)));
|
||||
// float t2 = _Time.x * 0.37;
|
||||
// ao += (tex2D(_WaterAO, pos * 0.276 + float2(t2 * 0.8, t2)));
|
||||
// float t3 = _Time.x * 0.08;
|
||||
// ao += (tex2D(_WaterAO, pos * 0.07 + float2(t3 * 0.8, -t3)));
|
||||
|
||||
// return ao/3;
|
||||
// }
|
||||
|
||||
inline float smin(float a, float b, float k)
|
||||
{
|
||||
float h = max(k - abs(a - b), 0) / k;
|
||||
|
@ -124,7 +147,17 @@
|
|||
return max(a, b) + h * h * h * k * 1/6;
|
||||
}
|
||||
|
||||
float3 sky(float3 dir, float theta, float phi, float3 sun_dir) {
|
||||
float3 sun(float3 base_col, float3 dir, float3 sun_dir)
|
||||
{
|
||||
float alignment = min(acos(dot(dir, sun_dir)), 1);
|
||||
float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
|
||||
return lerp(base_col, _SunCol, sun_amount);
|
||||
}
|
||||
|
||||
float3 sky(float3 dir, float3 sun_dir)
|
||||
{
|
||||
float theta = atan2(dir.x, dir.z); // latitude
|
||||
float phi = asin(dir.y); // longitude
|
||||
/// background
|
||||
float factor = smoothstep(0, 0.5, dir.y + 0.2);
|
||||
float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
|
||||
|
@ -162,14 +195,17 @@
|
|||
|
||||
col = lerp(col, star_col, star_strength);
|
||||
|
||||
/// sun
|
||||
float alignment = min(acos(dot(dir, sun_dir)), 1);
|
||||
float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
|
||||
|
||||
col = lerp(col, _SunCol, sun_amount);
|
||||
col = sun(col, dir, sun_dir);
|
||||
// col = sun(col, dir, float3(1,0,0));
|
||||
// col = sun(col, dir, float3(-1,0,0));
|
||||
// col = sun(col, dir, float3(0,0,1));
|
||||
// col = sun(col, dir, float3(0,0,-1));
|
||||
// col = sun(col, dir, normalize(float3(-1,0,-1)));
|
||||
// col = sun(col, dir, normalize(float3(1,0,-1)));
|
||||
// col = sun(col, dir, normalize(float3(-1,0,1)));
|
||||
// col = sun(col, dir, normalize(float3(1,0,1)));
|
||||
|
||||
/// debug grid
|
||||
// col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04));
|
||||
col = lerp(col, WHITE, _Grid * (
|
||||
pow(frac( cellx), 20) +
|
||||
pow(frac( celly), 20) +
|
||||
|
@ -184,17 +220,15 @@
|
|||
{
|
||||
// float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
|
||||
float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float3 sun_dir = mul(unity_ObjectToWorld, float4(0, 0, 1, 1)) * float3(1, 0, 1) - origin;
|
||||
float3 sun_dir = (mul(unity_ObjectToWorld, float4(0, 0, -1, 1)) - origin) * float3(1, 0, 1);
|
||||
// sun_dir.y = sin(_Time.x * 10) * 0.05;
|
||||
sun_dir = normalize(sun_dir);
|
||||
|
||||
float3 dir = normalize(i.hit_pos - i.cam_pos);
|
||||
float theta = atan2(dir.x, dir.z); // latitude
|
||||
float phi = asin(dir.y); // longitude
|
||||
|
||||
float3 col;
|
||||
|
||||
if (phi < 0) {
|
||||
if (dir.y < 0) {
|
||||
origin.y += _HeightOffset;
|
||||
float3 camera_local_pos = i.cam_pos - origin;
|
||||
camera_local_pos.y = max(camera_local_pos.y, 0.01); // don't allow looking under water surface; it renders backwards.
|
||||
|
@ -205,25 +239,32 @@
|
|||
);
|
||||
float3 water_normal = get_water_normal(surface_pos.xz);
|
||||
|
||||
float3 reflected_dir = reflect(dir, water_normal);
|
||||
float3 sky_reflection = sky(reflected_dir, sun_dir) ;
|
||||
|
||||
float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol;
|
||||
float3 refracted_dir = normalize(refract(dir, water_normal, 1/1.333));
|
||||
float subsurf = (refracted_dir.y + 1);
|
||||
|
||||
dir = reflect(dir, water_normal);
|
||||
phi = asin(dir.y);
|
||||
float hit_angle = dot(dir, water_normal);
|
||||
col = water_col * max(subsurf * 12 - 2, 0.7);
|
||||
|
||||
float3 sky_reflection = sky(dir, theta, phi, sun_dir) ;
|
||||
// float3 water_ao = get_ao(surface_pos.xz);
|
||||
// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
|
||||
|
||||
float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol;
|
||||
col = water_col * subsurf * 12;
|
||||
float hit_angle = dot(dir, -water_normal);
|
||||
col = lerp(sky_reflection, col, hit_angle);
|
||||
|
||||
// col = sky_reflection;
|
||||
// col *= pow(dot(UP, water_normal), 512); // EVIL in the water
|
||||
// col = pow((tex2D(_WaterNormal, surface_pos.xz).zxy), 2);
|
||||
// col = tex2D(_WaterAO, surface_pos.xz);
|
||||
|
||||
// float distance = length(surface_pos - camera_local_pos);
|
||||
// float fog_factor = smoothstep(10, 70, distance) * 0.4;
|
||||
// col = lerp(col, horizon_col, fog_factor);
|
||||
}
|
||||
else {
|
||||
col = sky(dir, theta, phi, sun_dir);
|
||||
col = sky(dir, sun_dir);
|
||||
}
|
||||
return float4(col, 1);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue