small fixes & cleanup
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882f70be0b
commit
694dab564d
5 changed files with 60 additions and 52 deletions
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@ -6,12 +6,16 @@ public class Screenshot : MonoBehaviour
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public bool takeScreenshot;
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public string filename = "unity_screenshot.png";
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public RenderTexture textureReference;
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void Start()
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{
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if (takeScreenshot)
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{
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Camera cam = GetComponent<Camera>();
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cam.targetTexture = textureReference;
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RenderTexture currentRT = RenderTexture.active;
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RenderTexture.active = cam.targetTexture;
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@ -91,7 +91,7 @@ Material:
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- _SunRadius: 0.037
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- _Temp: 0.5
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- _UVSec: 0
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- _WaveStrength: 1
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- _WaveStrength: 0.6
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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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@ -13,8 +13,8 @@ RenderTexture:
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m_ForcedFallbackFormat: 4
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m_DownscaleFallback: 0
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serializedVersion: 3
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m_Width: 3840
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m_Height: 2160
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m_Width: 1920
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m_Height: 1080
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m_AntiAliasing: 1
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m_MipCount: -1
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m_DepthFormat: 2
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@ -571,6 +571,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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takeScreenshot: 0
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filename: unity_screenshot.png
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textureReference: {fileID: 8400000, guid: 3df80b8b4132800b79325d3f3d7bf8bd, type: 2}
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--- !u!1001 &2104997433
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -44,7 +44,7 @@
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#include "UnityCG.cginc"
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#define PI 3.1416f
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#define WHITE fixed4(1, 1, 1, 1)
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#define WHITE 1
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#define UP float3(0, 1, 0)
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struct appdata
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@ -60,7 +60,7 @@
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};
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sampler2D _NoiseTex;
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fixed4 _SkyCol;
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float3 _SkyCol;
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float _HorizonTint;
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float _StarsMissing;
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@ -71,13 +71,13 @@
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float _StarSizeRandom;
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float _StarTint;
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fixed4 _SunCol;
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float3 _SunCol;
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float _SunAngle;
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float _SunRadius;
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float _SunCutoff;
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sampler2D _WaterSurface;
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fixed4 _WaterCol;
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float3 _WaterCol;
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float _WaveStrength;
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float _Grid;
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@ -91,8 +91,8 @@
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return o;
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}
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fixed3 get_water_normal(float2 pos) {
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fixed3 normal = 0.0;
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float3 get_water_normal(float2 pos) {
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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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float t2 = _Time.x * 0.37;
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@ -101,66 +101,40 @@
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normal += (tex2D(_WaterSurface, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5);
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// return UP;
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return normalize(normal.zxy);
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return lerp(UP, normalize(normal.zxy), _WaveStrength);
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}
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inline float smin(float a, float b, float k)
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{
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float h = max(k - abs(a-b), 0) / k;
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return min(a, b) - h*h*h*k * 1/6.0;
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float h = max(k - abs(a - b), 0) / k;
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return min(a, b) - h * h * h * k * 1/6;
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}
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inline float smax(float a, float b, float k)
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{
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float h = max(k - abs(a - b), 0) / k;
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return max(a, b) + h*h*h*k * 1/6.0;
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return max(a, b) + h * h * h * k * 1/6;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float water_mod = 0.0;
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float water_reflection = 0.0;
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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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float phi = asin(dir.y); // longitude
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if (phi < 0.0) { // distort to look like water reflection
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float3 object_pos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float3 camera_local_pos = i.cam_pos - object_pos;
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float3 surface_pos = float3 (
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camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x),
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0,
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camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z)
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);
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float3 water_normal = get_water_normal(surface_pos.xz);
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water_normal = lerp(UP, water_normal, _WaveStrength);
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dir = reflect(dir, water_normal);
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phi = asin(dir.y);
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water_mod = dot(dir, water_normal);
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water_reflection = 1.0;
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}
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/// sky
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float factor = smoothstep(0.0, 0.5, dir.y + 0.2);
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factor = min(factor, 1.0);
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fixed4 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
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fixed4 col = lerp(horizon_col, _SkyCol, factor);
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float3 sky(float3 dir, float theta, float phi, float3 sun_dir) {
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/// background
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float factor = smoothstep(0, 0.5, dir.y + 0.2);
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float3 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
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float3 col = lerp(horizon_col, _SkyCol, factor);
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/// stars
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float2 cells = float2(-1, floor(_StarDensity));
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float cell_x_base = floor(cells.y * PI);
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float celly = phi * cells.y;
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// cells per ring depend on y pos, to reduce warping around the poles:
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cells.x = max(floor(cos(floor(celly)/_StarDensity) * cell_x_base), 3);
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cells.x = floor(cos(floor(celly) / _StarDensity) * cell_x_base);
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float cellx = (theta / PI * cells.x);
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float2 pos = float2(cellx, celly);// cell-space pos of this fragment
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float2 pos = float2(cellx, celly); // cell-space pos of this pixel
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float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell
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float2 cell_center = cell_pos + float2(0.5, 0.5);
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float2 cell_center = cell_pos + 0.5;
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float2 star_pos = cell_center + (tex2D(_NoiseTex, cell_pos / cells + float2(0., 0.1)) - 0.5) * _StarRandom;
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float2 star_pos = cell_center + (tex2D(_NoiseTex, cell_pos / cells + float2(0, 0.1)) - 0.5) * _StarRandom;
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/// star color
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float3 r = tex2D(_NoiseTex, cell_pos / cells);
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@ -176,20 +150,49 @@
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star_strength *= length(r) / 2; // fade stars
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star_strength *= rnum2 > _StarsMissing; // remove stars
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fixed3 star_col = lerp(1.0, r, _StarTint);
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col = lerp(col, fixed4(star_col, 1.0), star_strength);
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float3 star_col = lerp(WHITE, r, _StarTint);
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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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float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle));
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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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return col;
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}
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float3 frag(v2f i) : SV_Target
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{
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float3 sun_dir = float3(sin(_SunAngle), 0, cos(_SunAngle));
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float water_mod = 0;
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// float water_reflection = 0;
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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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float phi = asin(dir.y); // longitude
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if (phi < 0) {
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float3 object_pos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float3 camera_local_pos = i.cam_pos - object_pos;
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float3 surface_pos = float3 (
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camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x),
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0,
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camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z)
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);
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float3 water_normal = get_water_normal(surface_pos.xz);
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dir = reflect(dir, water_normal);
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phi = asin(dir.y);
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water_mod = dot(dir, water_normal);
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// water_reflection = 1;
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}
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float3 col = sky(dir, theta, phi, sun_dir);
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col = lerp(col, _WaterCol, water_mod);
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return col;
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}
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