sunset box: sun angle fix, less noisy waves
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11640b59b0
commit
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2 changed files with 19 additions and 12 deletions
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@ -90,9 +90,9 @@ Material:
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- _SunAngle: 0
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- _SunCutoff: 0.121
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- _SunRadius: 0.037
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- _Temp: 0.5
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- _Temp: 0.703
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- _UVSec: 0
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- _WaveStrength: 0.6
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- _WaveStrength: 0.5
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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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@ -93,16 +93,18 @@
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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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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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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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// 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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// return UP;
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return lerp(UP, normalize(normal.zxy), _WaveStrength);
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return lerp(UP, normal, _WaveStrength);
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}
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inline float smin(float a, float b, float k)
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@ -168,14 +170,17 @@
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float4 frag(v2f i) : SV_Target
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{
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float3 sun_dir = normalize(mul(unity_ObjectToWorld, float4(0, 0, 1, 1)) * float3(1, 0, 1));
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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 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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float3 col;
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if (phi < 0) {
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float3 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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origin.y += _HeightOffset;
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float3 camera_local_pos = i.cam_pos - origin;
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camera_local_pos.y = max(camera_local_pos.y, 0.01); // don't allow looking under water surface; it renders backwards.
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@ -190,14 +195,16 @@
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phi = asin(dir.y);
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float hit_angle = dot(dir, water_normal);
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float3 col = sky(dir, theta, phi, sun_dir);
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col = lerp(col, _WaterCol, hit_angle);
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return float4(col, 1);
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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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// 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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}
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else {
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float3 col = sky(dir, theta, phi, sun_dir);
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return float4(col, 1);
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col = sky(dir, theta, phi, sun_dir);
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}
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return float4(col, 1);
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}
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ENDCG
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}
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