diff --git a/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs new file mode 100644 index 000000000..a2d10a622 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs @@ -0,0 +1,79 @@ +// Taken from: +// https://github.com/keijiro/LightProbeUtility/blob/85c93577338e10a52dd53f263056de08d883337a/Assets/LightProbeUtility.cs + +namespace Crest +{ + using UnityEngine; + using UnityEngine.Rendering; + + public static class LightProbeUtility + { + // Set SH coefficients to MaterialPropertyBlock + public static void SetSHCoefficients( + Vector3 position, MaterialPropertyBlock properties + ) + { + SphericalHarmonicsL2 sh; + LightProbes.GetInterpolatedProbe(position, null, out sh); + + // Constant + Linear + for (var i = 0; i < 3; i++) + properties.SetVector(_idSHA[i], new Vector4( + sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6] + )); + + // Quadratic polynomials + for (var i = 0; i < 3; i++) + properties.SetVector(_idSHB[i], new Vector4( + sh[i, 4], sh[i, 6], sh[i, 5] * 3, sh[i, 7] + )); + + // Final quadratic polynomial + properties.SetVector(_idSHC, new Vector4( + sh[0, 8], sh[2, 8], sh[1, 8], 1 + )); + } + + // Set SH coefficients to Material + public static void SetSHCoefficients( + Vector3 position, Material material + ) + { + SphericalHarmonicsL2 sh; + LightProbes.GetInterpolatedProbe(position, null, out sh); + + // Constant + Linear + for (var i = 0; i < 3; i++) + material.SetVector(_idSHA[i], new Vector4( + sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6] + )); + + // Quadratic polynomials + for (var i = 0; i < 3; i++) + material.SetVector(_idSHB[i], new Vector4( + sh[i, 4], sh[i, 6], sh[i, 5] * 3, sh[i, 7] + )); + + // Final quadratic polynomial + material.SetVector(_idSHC, new Vector4( + sh[0, 8], sh[2, 8], sh[1, 8], 1 + )); + } + + static int[] _idSHA = { + Shader.PropertyToID("unity_SHAr"), + Shader.PropertyToID("unity_SHAg"), + Shader.PropertyToID("unity_SHAb") + }; + + static int[] _idSHB = { + Shader.PropertyToID("unity_SHBr"), + Shader.PropertyToID("unity_SHBg"), + Shader.PropertyToID("unity_SHBb") + }; + + static int _idSHC = + Shader.PropertyToID("unity_SHC"); + } +} + diff --git a/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta new file mode 100644 index 000000000..2882fc40e --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8d207c39361874071a7cb0192a61d6f9 +timeCreated: 1458029448 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs new file mode 100644 index 000000000..a2d369272 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs @@ -0,0 +1,61 @@ +// Crest Ocean System + +// This file is subject to the MIT License as seen in the root of this folder structure (LICENSE) + +namespace Crest +{ + using System.Collections.Generic; + using UnityEngine; + + [AddComponentMenu(Internal.Constants.MENU_PREFIX_SCRIPTS + "Apply Underwater Fog To Transparent")] + public class ApplyUnderwaterFogToTransparent : MonoBehaviour + { + [Tooltip("If enabled, the depth fog will be correctly blended with the object's color at the performance cost of an extra texture copy/blit.")] + [SerializeField] + internal bool _highQuality; + public static readonly List s_Renderers = new List(); + internal Renderer _renderer; + + [Tooltip("The shader pass to use when rendering this object.")] + [SerializeField] + internal int _shaderPass; + + [Tooltip("The property name of the main texture which will be used for alpha blending.")] + [SerializeField] + internal string _textureProperty = "_MainTex"; + + internal string _texturePropertyST; + + bool _isEnabled; + public bool IsEnabled => _isEnabled; + + void OnEnable() + { + if (TryGetComponent(out _renderer) && !s_Renderers.Contains(this)) + { + // If the shader has other passes (like shadows) then this will stop them from working. + _isEnabled = _renderer.enabled; + _texturePropertyST = $"{_textureProperty}_ST"; + s_Renderers.Add(this); + } + } + + void LateUpdate() + { + // Quick and dirty optimisation. + var maxWaterHeight = OceanRenderer.Instance.SeaLevel + OceanRenderer.Instance.MaxVertDisplacement; + // TODO: Throws exceptions when renderer is disabled for ParticleSystem. + // TODO: Probably a better to check this. + _isEnabled = _renderer.enabled && !(_renderer.bounds.ClosestPoint(transform.position + Vector3.down * 10000f).y > maxWaterHeight); + } + + void OnDisable() + { + if (_renderer != null && s_Renderers.Contains(this)) + { + _isEnabled = false; + s_Renderers.Remove(this); + } + } + } +} diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs.meta b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs.meta new file mode 100644 index 000000000..0cee6bf19 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f20bd6b58963041f5ae53a59e84b640f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index 62e7d02fe..1e3787a0a 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -4,6 +4,7 @@ namespace Crest { + using System.Collections.Generic; using Unity.Collections; using UnityEngine; using UnityEngine.Rendering; @@ -25,6 +26,7 @@ public partial class UnderwaterRenderer CommandBuffer _underwaterEffectCommandBuffer; PropertyWrapperMaterial _underwaterEffectMaterial; internal readonly UnderwaterSphericalHarmonicsData _sphericalHarmonicsData = new UnderwaterSphericalHarmonicsData(); + MaterialPropertyBlock _materialPropertyBlock; internal class UnderwaterSphericalHarmonicsData { @@ -32,6 +34,16 @@ internal class UnderwaterSphericalHarmonicsData internal Vector3[] _shDirections = { new Vector3(0.0f, 0.0f, 0.0f) }; } + CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); + + internal class TransparentRenderOrderComparer : IComparer + { + int IComparer.Compare(float x, float y) + { + return x.CompareTo(y) * -1; + } + } + void SetupUnderwaterEffect() { if (_underwaterEffectMaterial?.material == null) @@ -39,6 +51,11 @@ void SetupUnderwaterEffect() _underwaterEffectMaterial = new PropertyWrapperMaterial(SHADER_UNDERWATER_EFFECT); } + if (_materialPropertyBlock == null) + { + _materialPropertyBlock = new MaterialPropertyBlock(); + } + if (_underwaterEffectCommandBuffer == null) { _underwaterEffectCommandBuffer = new CommandBuffer() @@ -83,24 +100,94 @@ void OnPreRenderUnderwaterEffect() _underwaterEffectCommandBuffer.Clear(); - if (_camera.allowMSAA) + CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); + + _underwaterEffectMaterial.SetTexture(sp_CrestCameraColorTexture, temporaryColorBuffer); + + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + _underwaterEffectCommandBuffer.DrawProcedural(Matrix4x4.identity, _underwaterEffectMaterial.material, + shaderPass: 0, MeshTopology.Triangles, vertexCount: 3, instanceCount: 1); + + // NOTE: Sorting Transparent Objects Manually + // We are sorting manually but Unity might provide a way as we still need to take TransparencySortMode + // into account. + + // Add renderers if within frustum and sort transparency as Unity does. + _registry.Clear(); + foreach (var input in ApplyUnderwaterFogToTransparent.s_Renderers) + { + // Disabled renderer means we control the rendering. + if (input.IsEnabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, input._renderer.bounds)) + { + _registry.Add(Vector3.Distance(_camera.transform.position, input.transform.position), input); + } + } + + // Enable probe sampling. + _underwaterEffectCommandBuffer.EnableShaderKeyword("LIGHTPROBE_SH"); + + foreach (var registered in _registry) + { + var input = registered.Value; + var renderer = input._renderer; + + renderer.GetPropertyBlock(_materialPropertyBlock); + + // Set _MainTex so we can get the alpha channel for blending. + var texture = renderer.sharedMaterial.HasProperty(input._textureProperty) ? renderer.sharedMaterial.GetTexture(input._textureProperty) : null; + if (texture != null) + { + _materialPropertyBlock.SetTexture(input._textureProperty, renderer.sharedMaterial.GetTexture(input._textureProperty)); + _materialPropertyBlock.SetVector(input._texturePropertyST, renderer.sharedMaterial.GetVector(input._texturePropertyST)); + } + else + { + _materialPropertyBlock.SetTexture(input._textureProperty, Texture2D.whiteTexture); + } + + // Add missing probe data. + // LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); + renderer.SetPropertyBlock(_materialPropertyBlock); + + if (input._highQuality) + { + // Render into temporary render texture so the effect shader will have colour to work with. I could not + // work out how to use GPU blending to apply the underwater fog correctly. + CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); + _underwaterEffectCommandBuffer.SetRenderTarget(temporaryColorBuffer, 0, CubemapFace.Unknown, -1); + } + else + { + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + } + + _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: input._shaderPass); + + int shaderPass = input._highQuality ? 2 : 1; + + // Render the fog and apply to camera target. + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + _underwaterEffectCommandBuffer.DrawRenderer(renderer, _underwaterEffectMaterial.material, submeshIndex: 0, shaderPass); + } + + _underwaterEffectCommandBuffer.DisableShaderKeyword("LIGHTPROBE_SH"); + + RenderTexture.ReleaseTemporary(temporaryColorBuffer); + } + + static void CopyTexture(CommandBuffer buffer, RenderTexture texture, Camera camera) + { + if (camera.allowMSAA) { // Use blit if MSAA is active because transparents were not included with CopyTexture. // Not sure if we need an MSAA resolve? Not sure how to do that... - _underwaterEffectCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, temporaryColorBuffer); + buffer.Blit(BuiltinRenderTextureType.CameraTarget, texture); } else { // Copy the frame buffer as we cannot read/write at the same time. If it causes problems, replace with Blit. - _underwaterEffectCommandBuffer.CopyTexture(BuiltinRenderTextureType.CameraTarget, temporaryColorBuffer); + buffer.CopyTexture(BuiltinRenderTextureType.CameraTarget, texture); } - - _underwaterEffectMaterial.SetTexture(sp_CrestCameraColorTexture, temporaryColorBuffer); - - _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); - _underwaterEffectCommandBuffer.DrawProcedural(Matrix4x4.identity, _underwaterEffectMaterial.material, -1, MeshTopology.Triangles, 3, 1); - - RenderTexture.ReleaseTemporary(temporaryColorBuffer); } internal static void UpdatePostProcessMaterial( diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader index e548072e3..38b888e1a 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader @@ -4,52 +4,57 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" { + HLSLINCLUDE + #pragma multi_compile_instancing + + // Use multi_compile because these keywords are copied over from the ocean material. With shader_feature, + // the keywords would be stripped from builds. Unused shader variants are stripped using a build processor. + #pragma multi_compile_local __ _SUBSURFACESCATTERING_ON + #pragma multi_compile_local __ _SUBSURFACESHALLOWCOLOUR_ON + #pragma multi_compile_local __ _TRANSPARENCY_ON + #pragma multi_compile_local __ _CAUSTICS_ON + #pragma multi_compile_local __ _SHADOWS_ON + #pragma multi_compile_local __ _COMPILESHADERWITHDEBUGINFO_ON + #pragma multi_compile_local __ _PROJECTION_PERSPECTIVE _PROJECTION_ORTHOGRAPHIC + + #pragma multi_compile_local __ CREST_MENISCUS + #pragma multi_compile_local __ _FULL_SCREEN_EFFECT + #pragma multi_compile_local __ _DEBUG_VIEW_OCEAN_MASK + +#if _COMPILESHADERWITHDEBUGINFO_ON + #pragma enable_d3d11_debug_symbols +#endif + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + #include "../../OceanGlobals.hlsl" + #include "../../OceanInputsDriven.hlsl" + #include "../../OceanShaderData.hlsl" + #include "../../OceanHelpersNew.hlsl" + #include "../../OceanShaderHelpers.hlsl" + #include "../../FullScreenTriangle.hlsl" + #include "../../OceanEmission.hlsl" + + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture); + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture); + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture); + ENDHLSL + SubShader { - // No culling or depth - Cull Off ZWrite Off ZTest Always - Pass { + // Fullscreen effect which includes underwater fog, caustics etc. + Name "Underwater Effect" + + // No culling or depth + Cull Off ZWrite Off ZTest Always + HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag - #pragma multi_compile_instancing - - // Use multi_compile because these keywords are copied over from the ocean material. With shader_feature, - // the keywords would be stripped from builds. Unused shader variants are stripped using a build processor. - #pragma multi_compile_local __ _SUBSURFACESCATTERING_ON - #pragma multi_compile_local __ _SUBSURFACESHALLOWCOLOUR_ON - #pragma multi_compile_local __ _TRANSPARENCY_ON - #pragma multi_compile_local __ _CAUSTICS_ON - #pragma multi_compile_local __ _SHADOWS_ON - #pragma multi_compile_local __ _COMPILESHADERWITHDEBUGINFO_ON - #pragma multi_compile_local __ _PROJECTION_PERSPECTIVE _PROJECTION_ORTHOGRAPHIC - - #pragma multi_compile_local __ CREST_MENISCUS - #pragma multi_compile_local __ _FULL_SCREEN_EFFECT - #pragma multi_compile_local __ _DEBUG_VIEW_OCEAN_MASK - - #if _COMPILESHADERWITHDEBUGINFO_ON - #pragma enable_d3d11_debug_symbols - #endif - - #include "UnityCG.cginc" - #include "Lighting.cginc" - - #include "../../OceanGlobals.hlsl" - #include "../../OceanInputsDriven.hlsl" - #include "../../OceanShaderData.hlsl" - #include "../../OceanHelpersNew.hlsl" - #include "../../OceanShaderHelpers.hlsl" - #include "../../FullScreenTriangle.hlsl" - #include "../../OceanEmission.hlsl" - - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture); - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture); - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture); - #include "../UnderwaterEffectShared.hlsl" struct Attributes @@ -112,12 +117,204 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); const float3 lightDir = _WorldSpaceLightPos0.xyz; const half3 lightCol = _LightColor0; - sceneColour = ApplyUnderwaterEffect(scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); + sceneColour = ApplyUnderwaterEffect(_AmbientLighting, scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); } return half4(wt * sceneColour, 1.0); } ENDHLSL } + + Pass + { + // Applies underwater fog to objects. + Name "Underwater Fog" + + // NOTE: Disabling culling won't work correctly for some instances and culling won't work for some instances. + Cull Back ZWrite Off ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + // Disable caustics for now. + #undef _CAUSTICS_ON + + #include "../UnderwaterEffectShared.hlsl" + + // For the alpha channel for blending. + sampler2D _MainTex; + float4 _MainTex_ST; + + struct Attributes + { + float3 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 positionSS : TEXCOORD1; + float2 uv : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert (Attributes input) + { + Varyings output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_OUTPUT(Varyings, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.positionCS = UnityObjectToClipPos(input.positionOS); + output.positionWS = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)); + output.positionSS = ComputeScreenPos(output.positionCS); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + + fixed4 Frag (Varyings input) : SV_Target + { + // We need this when sampling a screenspace texture. + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + const half3 view = normalize(_WorldSpaceCameraPos - input.positionWS); + const float2 uv = input.positionSS.xy / input.positionSS.w; + // Get the alpha from the texture so we match object. + half alpha = tex2D(_MainTex, input.uv).a; + + float4 horizonPositionNormal; bool isBelowHorizon; + GetHorizonData(uv, horizonPositionNormal, isBelowHorizon); + + const float2 uvScreenSpace = UnityStereoTransformScreenSpaceTex(uv); + float rawDepth = input.positionCS.z; + const float mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture, uvScreenSpace).x; + const float rawOceanDepth = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture, uvScreenSpace).x; + + bool isOceanSurface; bool isUnderwater; float sceneZ; + GetOceanSurfaceAndUnderwaterData(rawOceanDepth, mask, isBelowHorizon, rawDepth, isOceanSurface, isUnderwater, sceneZ, 0.0); + +#if _DEBUG_VIEW_OCEAN_MASK + return fixed4(DebugRenderOceanMask(isOceanSurface, isUnderwater, mask, 0.0).rgb, alpha); +#endif // _DEBUG_VIEW_OCEAN_MASK + + half3 scatterColor = 0.0; + + if (isUnderwater) + { + float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); + const float3 lightDir = _WorldSpaceLightPos0.xyz; + const half3 lightCol = _LightColor0; + scatterColor = GetScatterColor(_AmbientLighting, lightCol, lightDir, view); + } + else + { + alpha = 0; + } + + float depthFogDensity = (_DepthFogDensity.x + _DepthFogDensity.y + _DepthFogDensity.z) / 3.0; + return fixed4(scatterColor, saturate(1.0 - exp(-depthFogDensity * sceneZ)) * alpha); + } + ENDHLSL + } + + Pass + { + // Applies underwater fog to objects. + Name "Underwater Fog High Quality" + + // NOTE: Disabling culling won't work correctly for some instances and culling won't work for some instances. + Cull Back ZWrite Off ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + // Disable caustics for now. + #undef _CAUSTICS_ON + + #include "../UnderwaterEffectShared.hlsl" + + // For the alpha channel for blending. + sampler2D _MainTex; + float4 _MainTex_ST; + + struct Attributes + { + float3 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 positionSS : TEXCOORD1; + float2 uv : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert (Attributes input) + { + Varyings output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_OUTPUT(Varyings, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.positionCS = UnityObjectToClipPos(input.positionOS); + output.positionWS = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)); + output.positionSS = ComputeScreenPos(output.positionCS); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + + fixed4 Frag (Varyings input) : SV_Target + { + // We need this when sampling a screenspace texture. + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + const half3 view = normalize(_WorldSpaceCameraPos - input.positionWS); + const float2 uv = input.positionSS.xy / input.positionSS.w; + // Get the alpha from the texture so we match object. + const half alpha = tex2D(_MainTex, input.uv).a; + + float4 horizonPositionNormal; bool isBelowHorizon; + GetHorizonData(uv, horizonPositionNormal, isBelowHorizon); + + const float2 uvScreenSpace = UnityStereoTransformScreenSpaceTex(uv); + half3 sceneColour = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture, uvScreenSpace).rgb; + float rawDepth = input.positionCS.z; + const float mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture, uvScreenSpace).x; + const float rawOceanDepth = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture, uvScreenSpace).x; + + bool isOceanSurface; bool isUnderwater; float sceneZ; + GetOceanSurfaceAndUnderwaterData(rawOceanDepth, mask, isBelowHorizon, rawDepth, isOceanSurface, isUnderwater, sceneZ, 0.0); + +#if _DEBUG_VIEW_OCEAN_MASK + return fixed4(DebugRenderOceanMask(isOceanSurface, isUnderwater, mask, sceneColour).rgb, alpha); +#endif // _DEBUG_VIEW_OCEAN_MASK + + if (isUnderwater) + { + float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); + const float3 lightDir = _WorldSpaceLightPos0.xyz; + const half3 lightCol = _LightColor0; + sceneColour = ApplyUnderwaterEffect(_AmbientLighting, scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); + } + + return fixed4(sceneColour, alpha); + } + ENDHLSL + } } } diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl index 697e88713..79e04fd38 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl @@ -103,6 +103,7 @@ void GetOceanSurfaceAndUnderwaterData( #ifdef CREST_OCEAN_EMISSION_INCLUDED half3 ApplyUnderwaterEffect( + const half3 ambientLighting, const float3 scenePos, half3 sceneColour, const half3 lightCol, @@ -128,7 +129,7 @@ half3 ApplyUnderwaterEffect( { const float meshScaleLerp = _CrestPerCascadeInstanceData[sliceIndex]._meshScaleLerp; const float baseCascadeScale = _CrestCascadeData[0]._scale; - scatterCol = ScatterColour(_AmbientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); + scatterCol = ScatterColour(ambientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); } } @@ -141,6 +142,35 @@ half3 ApplyUnderwaterEffect( return lerp(sceneColour, scatterCol, saturate(1.0 - exp(-_DepthFogDensity.xyz * sceneZ))); } + +half3 GetScatterColor( + const half3 ambientLighting, + const half3 lightCol, + const float3 lightDir, + const half3 view +) +{ + half3 scatterCol = 0.0; + int sliceIndex = clamp(_DataSliceOffset, 0, _SliceCount - 2); + { + float3 dummy; + half sss = 0.0; + // Offset slice so that we dont get high freq detail. But never use last lod as this has crossfading. + const float3 uv_slice = WorldToUV(_WorldSpaceCameraPos.xz, _CrestCascadeData[sliceIndex], sliceIndex); + SampleDisplacements(_LD_TexArray_AnimatedWaves, uv_slice, 1.0, dummy, sss); + + // depth and shadow are computed in ScatterColour when underwater==true, using the LOD1 texture. + const float depth = 0.0; + const half shadow = 1.0; + { + const float meshScaleLerp = _CrestPerCascadeInstanceData[sliceIndex]._meshScaleLerp; + const float baseCascadeScale = _CrestCascadeData[0]._scale; + scatterCol = ScatterColour(ambientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); + } + } + + return scatterCol; +} #endif // CREST_OCEAN_EMISSION_INCLUDED #endif // CREST_UNDERWATER_EFFECT_SHARED_INCLUDED diff --git a/crest/Assets/Test.meta b/crest/Assets/Test.meta new file mode 100644 index 000000000..6220ed3b0 --- /dev/null +++ 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