MiniGames/Assets/ToonSketch/Water/Shaders/TS_WaterForward.cginc
2025-09-01 05:03:00 +05:00

166 lines
5.9 KiB
HLSL

#ifndef TOONSKETCH_WATERFORWARD_INCLUDED
#define TOONSKETCH_WATERFORWARD_INCLUDED
#include "../../Shared/Shaders/TS_Forward.cginc"
#include "TS_WaterMain.cginc"
#include "TS_WaterLighting.cginc"
TS_WaterVertexOutputForwardBase TS_VertWaterForwardBase(TS_VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
TS_WaterVertexOutputForwardBase o;
UNITY_INITIALIZE_OUTPUT(TS_WaterVertexOutputForwardBase, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TS_ApplyVertexWaves(v);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
#if UNITY_REQUIRE_FRAG_WORLDPOS
#if UNITY_PACK_WORLDPOS_WITH_TANGENT
o.tangentToWorldAndPackedData[0].w = posWorld.x;
o.tangentToWorldAndPackedData[1].w = posWorld.y;
o.tangentToWorldAndPackedData[2].w = posWorld.z;
#else
o.posWorld = posWorld.xyz;
#endif
#endif
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords((VertexInput)v);
o.eyeVec.xyz = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _TANGENT_TO_WORLD
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
#else
o.tangentToWorldAndPackedData[0].xyz = 0;
o.tangentToWorldAndPackedData[1].xyz = 0;
o.tangentToWorldAndPackedData[2].xyz = normalWorld;
#endif
UNITY_TRANSFER_LIGHTING(o, v.uv1);
o.ambientOrLightmapUV = VertexGIForward((VertexInput)v, posWorld, normalWorld);
#ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
#endif
UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o, o.pos);
o.color = v.color;
o.screenPos = ComputeScreenPos(o.pos);
o.viewNormal = COMPUTE_VIEW_NORMAL;
return o;
}
TS_WaterVertexOutputForwardAdd TS_VertWaterForwardAdd(TS_VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
TS_WaterVertexOutputForwardAdd o;
UNITY_INITIALIZE_OUTPUT(TS_WaterVertexOutputForwardAdd, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TS_ApplyVertexWaves(v);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords((VertexInput)v);
o.eyeVec.xyz = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
o.posWorld = posWorld.xyz;
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _TANGENT_TO_WORLD
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0];
o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1];
o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2];
#else
o.tangentToWorldAndLightDir[0].xyz = 0;
o.tangentToWorldAndLightDir[1].xyz = 0;
o.tangentToWorldAndLightDir[2].xyz = normalWorld;
#endif
UNITY_TRANSFER_LIGHTING(o, v.uv1);
float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = NormalizePerVertexNormal(lightDir);
#endif
o.tangentToWorldAndLightDir[0].w = lightDir.x;
o.tangentToWorldAndLightDir[1].w = lightDir.y;
o.tangentToWorldAndLightDir[2].w = lightDir.z;
#ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;
o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
#endif
UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o, o.pos);
o.color = v.color;
o.screenPos = ComputeScreenPos(o.pos);
o.viewNormal = COMPUTE_VIEW_NORMAL;
return o;
}
fixed4 TS_FragWaterForwardBase(TS_WaterVertexOutputForwardBase i) : SV_Target
{
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
FragmentCommonData s = TS_WaterFragmentSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i),
i.color, i.viewNormal, i.screenPos);
UnityLight light = MainLight();
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld);
UnityGI gi = FragmentGI(s, 1, i.ambientOrLightmapUV, 1, light, false);
TS_LightingData l = TS_WaterCalculateLighting(s, gi.light, gi.indirect, atten, i.tex.xy);
#ifdef TS_VERTEXFORWARDBASE_SHADINGPASS
half4 color = TS_VERTEXFORWARDBASE_SHADINGPASS(s, l);
#else
half4 color = TS_WaterShading(s, l);
#endif
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG(_unity_fogCoord, color.rgb);
return OutputForward(color, s.alpha);
}
fixed4 TS_FragWaterForwardAdd(TS_WaterVertexOutputForwardAdd i) : SV_Target
{
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
FragmentCommonData s = TS_WaterFragmentSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i),
i.color, i.viewNormal, i.screenPos);
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld)
TS_LightingData l = TS_WaterCalculateLighting(s, AdditiveLight(IN_LIGHTDIR_FWDADD(i), 1), ZeroIndirect(), atten, i.tex.xy);
#ifdef TS_VERTEXFORWARDADD_SHADINGPASS
half4 color = TS_VERTEXFORWARDADD_SHADINGPASS(s, l);
#else
half4 color = TS_WaterShading(s, l);
#endif
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG_COLOR(_unity_fogCoord, color.rgb, half4(0, 0, 0, 0));
return OutputForward(color, s.alpha);
}
#endif