cvr-props/Assets/sunset_box/sunset_env_dynamic.shader

286 lines
8.5 KiB
GLSL

Shader "CrispyPin/Sunset Environment (Dynamic)"
{
Properties
{
[Header(Sky)]
_SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0)
_HorizonTint ("Horizon tint", Range(0, 1)) = 0.1
[Header(Sun)]
_SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0)
_SunRadius ("Sun radius", Range(0, 0.3)) = 0.06
_SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08
[Header(Star Layout)]
[NoScaleOffset]
_NoiseTex ("Noise source", 2D) = "white" {}
_StarDensity ("Star density", Range(4, 50)) = 20
_StarRandom ("Star randomness", Range(0, 1)) = 0.85
[Header(Star)]
_StarsMissing ("Stars missing", Range(0, 1)) = 0.75
_StarSize ("Star size", Range(0, 0.1)) = 0.06
_StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5
_StarTint ("Star tint", Range(0, 1)) = 0.4
[Header(Water)]
_HeightOffset ("Height offset", Range(-10, 10)) = -0.5
_WaterCol ("Water color", Color) = (0.03, 0.08, 0.12, 1.0)
_WaveStrength ("Wave scale", Range(0, 1)) = 1
_WaveSpeed ("Wave speed", Range(0, 5)) = 1
[NoScaleOffset]
_WaterNormal ("Surface Normal", 2D) = "white" {}
// [NoScaleOffset]
// _WaterHeight ("Height", 2D) = "white" {}
// [NoScaleOffset]
// _WaterAO ("AO", 2D) = "white" {}
[Header(Debug)]
// _TempTex ("Temp", 2D) = "white" {}
_Grid ("Grid visibility", Range(0, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define PI 3.1416f
#define WHITE 1
#define RED float3(1, 0, 0)
#define GREEN float3(0, 1, 0)
#define BLUE float3(0, 1, 1)
#define UP float3(0, 1, 0)
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 cam_pos : TEXCOORD0;
float3 hit_pos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _NoiseTex;
float3 _SkyCol;
float _HorizonTint;
float _StarsMissing;
float _StarDensity;
float _StarRandom;
float _StarSize;
float _StarSizeRandom;
float _StarTint;
float3 _SunCol;
float _SunAngle;
float _SunRadius;
float _SunCutoff;
sampler2D _WaterNormal;
// sampler2D _WaterHeight;
// sampler2D _WaterAO;
float3 _WaterCol;
float _HeightOffset;
float _WaveStrength;
float _WaveSpeed;
float _Grid;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.cam_pos = _WorldSpaceCameraPos;
o.hit_pos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
float3 get_water_normal(float2 pos) {
pos *= 0.5;
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;
return min(a, b) - h * h * h * k * 1/6;
}
inline float smax(float a, float b, float k)
{
float h = max(k - abs(a - b), 0) / k;
return max(a, b) + h * h * h * k * 1/6;
}
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);
float3 col = lerp(horizon_col, _SkyCol, factor);
/// stars
float2 cells = float2(-1, floor(_StarDensity));
float cell_x_base = floor(cells.y * PI);
float celly = phi * cells.y;
// cells per ring depend on y pos, to reduce warping around the poles:
cells.x = floor(cos(floor(celly) / _StarDensity) * cell_x_base);
float cellx = (theta / PI * cells.x);
float2 pos = float2(cellx, celly); // cell-space pos of this pixel
float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell
float2 cell_center = cell_pos + 0.5;
float2 star_pos = cell_center + (tex2D(_NoiseTex, cell_pos / cells + float2(0, 0.1)) - 0.5) * _StarRandom;
/// star color
float3 r = tex2D(_NoiseTex, cell_pos / cells);
float rnum = frac((r.r + r.g - r.b) * 10);
float rnum2 = frac((r.r - r.g + r.b) * 10);
float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom));
float distance = length(pos - star_pos);
float star_strength = max(min(star_size / distance * 0.5, 1.25) - 0.25, 0); // star glow
star_strength *= clamp(sin(phi * 2) - 0.1, 0, 1); // fade stars near/under horizon
star_strength *= length(r) / 2; // fade stars
star_strength *= rnum2 > _StarsMissing; // remove stars
float3 star_col = lerp(WHITE, r, _StarTint);
col = lerp(col, star_col, star_strength);
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 * (
pow(frac( cellx), 20) +
pow(frac( celly), 20) +
pow(frac(-cellx), 20) +
pow(frac(-celly), 20)
));
return col;
}
float4 frag(v2f i) : SV_Target
{
// 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)) - origin) * float3(1, 0, 1);
// sun_dir.y = sin(_Time.x * 10) * 0.05;
sun_dir.y = 0.01;
sun_dir = normalize(sun_dir);
float3 dir = normalize(i.hit_pos - i.cam_pos);
float3 col;
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.
float3 surface_pos = float3 (
camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x),
0,
camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z)
);
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);
col = water_col * max(subsurf * 12 - 2, 0.7);
float diffuse = max(dot(sun_dir, water_normal), 0);
col += water_col * _SunCol * diffuse * 10;
// float3 water_ao = get_ao(surface_pos.xz);
// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
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, sun_dir);
}
return float4(col, 1);
}
ENDCG
}
}
}