278 lines
8.4 KiB
GLSL
278 lines
8.4 KiB
GLSL
Shader "CrispyPin/Sunset Environment (Dynamic)"
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{
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Properties
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{
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[Header(Sky)]
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_SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0)
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_HorizonTint ("Horizon tint", Range(0, 1)) = 0.1
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[Header(Sun)]
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_SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0)
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_SunRadius ("Sun radius", Range(0, 0.3)) = 0.06
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_SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08
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[Header(Star Layout)]
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[NoScaleOffset]
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_NoiseTex ("Noise source", 2D) = "white" {}
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_StarDensity ("Star density", Range(4, 50)) = 20
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_StarRandom ("Star randomness", Range(0, 1)) = 0.85
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[Header(Star)]
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_StarsMissing ("Stars missing", Range(0, 1)) = 0.75
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_StarSize ("Star size", Range(0, 0.1)) = 0.06
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_StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5
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_StarTint ("Star tint", Range(0, 1)) = 0.4
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[Header(Water)]
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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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// [NoScaleOffset]
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// _WaterAO ("AO", 2D) = "white" {}
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[Header(Debug)]
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// _TempTex ("Temp", 2D) = "white" {}
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_Grid ("Grid visibility", Range(0, 1)) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull back
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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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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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 cam_pos : TEXCOORD0;
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float3 hit_pos : TEXCOORD1;
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};
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sampler2D _NoiseTex;
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float3 _SkyCol;
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float _HorizonTint;
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float _StarsMissing;
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float _StarDensity;
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float _StarRandom;
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float _StarSize;
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float _StarSizeRandom;
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float _StarTint;
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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 _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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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.cam_pos = _WorldSpaceCameraPos;
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o.hit_pos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float3 get_water_normal(float2 pos) {
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pos *= 0.5;
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float time = _Time.x * _WaveSpeed + 5; // offset is to make it look better at frame 0
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float t1 = time * 0.18;
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float3 normal = (tex2D(_WaterNormal, pos + float2(t1, -t1 * 0.5)) - 0.5) * 0.5;
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float t2 = time * 0.37;
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normal += (tex2D(_WaterNormal, pos * 0.276 + float2(t2 * 0.8, t2)) - 0.5);
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float t3 = time * 0.08;
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normal += (tex2D(_WaterNormal, pos * 0.07 + float2(t3 * 0.8, -t3)) - 0.5);
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// normal = normalize(normal.zxy); // normal map import settings
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normal = normalize(normal.rbg) * float3(-1, 1, -1); // standard import settings
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// normal = normalize(normal);
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// return UP;
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return lerp(UP, normal, _WaveStrength);
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}
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// float3 get_ao(float2 pos) {
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// pos *= 0.1;
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// float3 ao = 0;
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// float t1 = _Time.x * 0.18;
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// ao += (tex2D(_WaterAO, float2(1, -1) * pos + float2(t1, t1 * 0.5)));
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// float t2 = _Time.x * 0.37;
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// ao += (tex2D(_WaterAO, pos * 0.276 + float2(t2 * 0.8, t2)));
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// float t3 = _Time.x * 0.08;
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// ao += (tex2D(_WaterAO, pos * 0.07 + float2(t3 * 0.8, -t3)));
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// return ao/3;
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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;
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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;
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}
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float3 sun(float3 base_col, float3 dir, float3 sun_dir)
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{
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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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return lerp(base_col, _SunCol, sun_amount);
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}
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float3 sky(float3 dir, float3 sun_dir)
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{
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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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/// 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 = 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 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 + 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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/// star color
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float3 r = tex2D(_NoiseTex, cell_pos / cells);
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float rnum = frac((r.r + r.g - r.b) * 10);
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float rnum2 = frac((r.r - r.g + r.b) * 10);
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float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom));
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float distance = length(pos - star_pos);
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float star_strength = max(min(star_size / distance * 0.5, 1.25) - 0.25, 0); // star glow
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star_strength *= clamp(sin(phi * 2) - 0.1, 0, 1); // fade stars near/under horizon
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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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float3 star_col = lerp(WHITE, r, _StarTint);
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col = lerp(col, star_col, star_strength);
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col = sun(col, dir, sun_dir);
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// col = sun(col, dir, float3(1,0,0));
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// col = sun(col, dir, float3(-1,0,0));
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// col = sun(col, dir, float3(0,0,1));
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// col = sun(col, dir, float3(0,0,-1));
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// col = sun(col, dir, normalize(float3(-1,0,-1)));
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// col = sun(col, dir, normalize(float3(1,0,-1)));
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// col = sun(col, dir, normalize(float3(-1,0,1)));
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// col = sun(col, dir, normalize(float3(1,0,1)));
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/// debug grid
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col = lerp(col, WHITE, _Grid * (
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pow(frac( cellx), 20) +
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pow(frac( celly), 20) +
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pow(frac(-cellx), 20) +
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pow(frac(-celly), 20)
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));
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return col;
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}
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float4 frag(v2f i) : SV_Target
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{
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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 = (mul(unity_ObjectToWorld, float4(0, 0, -1, 1)) - origin) * float3(1, 0, 1);
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// sun_dir.y = sin(_Time.x * 10) * 0.05;
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sun_dir.y = 0.01;
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sun_dir = normalize(sun_dir);
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float3 dir = normalize(i.hit_pos - i.cam_pos);
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float3 col;
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if (dir.y < 0) {
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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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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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float3 reflected_dir = reflect(dir, water_normal);
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float3 sky_reflection = sky(reflected_dir, sun_dir) ;
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float3 water_col = lerp(_SkyCol, _SunCol, 0.01) * _WaterCol;
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float3 refracted_dir = normalize(refract(dir, water_normal, 1/1.333));
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float subsurf = (refracted_dir.y + 1);
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col = water_col * max(subsurf * 12 - 2, 0.7);
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float diffuse = max(dot(sun_dir, water_normal), 0);
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col += water_col * _SunCol * diffuse * 10;
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// float3 water_ao = get_ao(surface_pos.xz);
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// col = water_col * lerp(0.1, water_ao, _WaveStrength) * 7;
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float hit_angle = dot(dir, -water_normal);
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col = lerp(sky_reflection, col, hit_angle);
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// col = sky_reflection;
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// col *= pow(dot(UP, water_normal), 512); // EVIL in the water
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// col = pow((tex2D(_WaterNormal, surface_pos.xz).zxy), 2);
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// col = tex2D(_WaterAO, surface_pos.xz);
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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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col = sky(dir, 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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}
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}
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