mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
Introduced a new WaterParticle shader for rendering water particles with alpha blending. Made minor formatting and calculation adjustments in Water.shader and DefaultSetup.hlsl, and updated Variables.hlsl. Added corresponding .meta files for new shader assets.
199 lines
7.1 KiB
GLSL
199 lines
7.1 KiB
GLSL
Shader "DeMuenu/World/Hoppou/Water"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,0.5)
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_NormalMap ("Normal Map", 2D) = "bump" {}
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_NormalMapStrength1 ("Normal Map Strength", Range(0,1)) = 1
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_NormalMapStrength2 ("Normal Map Strength 2", Range(0,1)) = 0.5
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_NormalMap2Tiling ("Normal Map 2 Tiling", Float) = 2
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_NormalMapScrollSpeed ("Normal Map Scroll Speed", Float) = 0.1
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_NormalMapScrollSpeed2 ("Normal Map 2 Scroll Speed", Float) = 0.05
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//Moonlight
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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_SpecPower ("Spec Power", Range(4,256)) = 64
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_SpecIntensity ("Spec Intensity", Range(0,10)) = 1
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_AmbientFloor ("Ambient Floor", Range(0,1)) = 0.08
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_F0 ("F0", Range(0,1)) = 0.02
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_FresnelPower ("Fresnel Power", Range(1,8)) = 5
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_ReflectionStrength ("Reflection Strength", Range(0,1)) = 0.7
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//Moonlight END
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_WaveInput ("Wave Input", 2D) = "black" {}
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_WaveTex ("Wave Texture", 2D) = "black" {}
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_CameraScale ("Camera Scale", Float) = 15
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_CameraPositionZ ("Camera Position Z", Float) = 0
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_CameraPositionX ("Camera Position X", Float) = 0
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_WaveScale ("Wave Scale", Range(0.001, 100)) = 1
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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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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#include "Includes/LightStrength.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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#include "Includes/Variables.hlsl"
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//Moonlight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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//Moonlight Defines END
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 uvnorm : TEXCOORD1;
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float4 vertex : SV_POSITION;
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//Moonlight
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float3 worldPos : TEXCOORD2;
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float3 worldNormal: TEXCOORD3;
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//Moonlight END
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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sampler2D _NormalMap;
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float4 _NormalMap_ST;
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float _NormalMapStrength1;
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float _NormalMapStrength2;
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float _NormalMap2Tiling;
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float _NormalMapScrollSpeed;
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float _NormalMapScrollSpeed2;
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MoonlightGlobalVariables
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//Watershader specific
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float _SpecPower, _SpecIntensity;
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float3 _AmbientFloor;
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sampler2D _WaveInput;
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sampler2D _WaveTex;
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float2 _WaveTex_ST;
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float _CameraScale;
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float _CameraPositionZ;
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float _CameraPositionX;
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float _WaveScale;
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//Watershader specific END
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float _F0, _FresnelPower, _ReflectionStrength;
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inline float SchlickFresnel(float NoV, float F0, float power)
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{
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float f = pow(saturate(1.0 - NoV), power);
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return saturate(F0 + (1.0 - F0) * f);
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}
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//Moonlight variables END
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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.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uvnorm = TRANSFORM_TEX(v.uv, _NormalMap);
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//Moonlight Vertex
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float4 wp = mul(unity_ObjectToWorld, v.vertex);
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o.worldPos = wp.xyz;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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//Moonlight Vertex END
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 norm = tex2D(_NormalMap, i.uvnorm + float2(0, _NormalMapScrollSpeed * sin(_Time.y)));
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fixed4 norm2 = tex2D(_NormalMap, i.uvnorm * _NormalMap2Tiling + float2(_NormalMapScrollSpeed2 * sin(_Time.y), 0));
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float3 NormalOffset1 = UnpackNormal(norm).xyz;
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float3 NormalOffset2 = UnpackNormal(norm2).xyz;
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float2 waveUV = float2(_CameraPositionX - i.worldPos.x, _CameraPositionZ - i.worldPos.z) / _CameraScale / 2 + 0.5;
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fixed4 Wave = tex2D(_WaveInput, waveUV);
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if ((waveUV.x < 0.1) || (waveUV.x > 0.9) || (waveUV.y < 0.1) || (waveUV.y > 0.9)){
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Wave = float4(0,0,0,0);
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}
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//i.vertex += float4(0, Wave.g * _WaveScale, 0, 0);
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//i.worldPos += float3(0, Wave.g * _WaveScale, 0);
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//Moonlight
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float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2 + Wave * _WaveScale); //for lambertian diffuse
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//Waterspecific
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float3 V = normalize(_WorldSpaceCameraPos - i.worldPos);
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float3 R = reflect(-V, N); //for reflection vector
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//Waterspecific END
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OutLoopSetup(i, _PlayerCount) //defines count, N, dmax, dIntensity
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[loop]
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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Lambert(_LightPositions[LightCounter].xyz ,i, N);
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LightTypeCalculations(_LightColors, LightCounter, i, 1, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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//Watershader specific
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//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
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float3 R = reflect(-V, N);
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float spec = pow(saturate(dot(R, L)), _SpecPower);
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//return float4(spec, spec, spec,1);
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dmax.rgb += _LightColors[LightCounter].rgb * contrib + _LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
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dmax.a -= _SpecIntensity * spec;
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//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
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}
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//dmax.xyz = min(dmax * dIntensity, 1.0);
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float NoV = saturate(dot(N, V));
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float fres = SchlickFresnel(NoV, _F0, _FresnelPower);
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dmax.w = 1.0;
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dmax.a = dmax.a * _ReflectionStrength * fres;
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//Moonlight END
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// Final color
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return col * _Color * dmax ;
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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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