Add water shader by Atlas and, flip some faces and experiment with animations

This commit is contained in:
Jo 2025-07-25 03:50:52 +02:00
parent bf6da1e7c9
commit c50e9258cf
1764 changed files with 303341 additions and 66722 deletions

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#pragma kernel CSMain
StructuredBuffer<float3> verts;
StructuredBuffer<uint3> indices;
StructuredBuffer<float2> uvs;
AppendStructuredBuffer<uint3> newIndices;
Texture2D alphaTex;
float cubeSize;
uint triCount;
//float3 localCamPos;
float3 trinormal(float3 v0, float3 v1, float3 v2)
{
float3 p = v0-v1;
float3 q = v1-v2;
float3 norm = cross(p,q);
return normalize(norm);
}
[numthreads(256,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
if (id.x >= triCount) return;
uint3 ind = indices[id.x];
float3 a = verts[ind.x];
float3 b = verts[ind.y];
float3 c = verts[ind.z];
float ab = distance(a,b);
float bc = distance(b,c);
float ca = distance(c,a);
//if (max(max(ab, bc), ca) > 0.9) return;
float3 n = trinormal(a,b,c);
float3 dir = normalize(a);// - localCamPos);
//if (dot(-dir, n) > 0.2f)
float elimit = 10;
float dlimit = 900;
//if (distance(localCamPos, a) < dlimit && distance(localCamPos, b) < dlimit && distance(localCamPos, c) < dlimit)
if (length(a) < dlimit && length(b) < dlimit && length(c) < dlimit)
{
if (dot(-dir, n) > 0.0f)
{
float degenerateThreshold = 0.1f;
bool deg = false;
if (((bc + ca) - ab) / ab < degenerateThreshold)
{
deg = true;
}
else if (((ab + ca) - bc) / bc < degenerateThreshold)
{
deg = true;
}
else if (((ab + bc) - ca) / ca < degenerateThreshold)
{
deg = true;
}
if (!deg)
{
float2 uv0 = uvs[ind.x] * cubeSize;
float2 uv1 = uvs[ind.y] * cubeSize;
float2 uv2 = uvs[ind.z] * cubeSize;
float a0 = alphaTex.Load(int3(uv0.x, uv0.y, 0)).a;
float a1 = alphaTex.Load(int3(uv1.x, uv1.y, 0)).a;
float a2 = alphaTex.Load(int3(uv2.x, uv2.y, 0)).a;
//float a = a0 + a1 + a2;
float a = a0 * a1 * a2;
if (a > 1.0f / 255)
{
newIndices.Append(ind);
}
}
}
}
}

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#pragma kernel CSMain
RWStructuredBuffer<float3> verts;
Texture2D<float> _DepthTex;
SamplerState sampler_DepthTex;
float3 objectCenter;
float4 _InvProj0, _InvProj1, _InvProj2, _InvProj3;
float3 wnormal;
uint vertWidth;
float4 ComputeClipSpacePosition(float2 positionNDC, float deviceDepth)
{
float4 positionCS = float4(positionNDC * 2.0 - 1.0, deviceDepth, 1.0);
positionCS.y = -positionCS.y;
return positionCS;
}
float3 ComputeViewSpacePosition(float2 positionNDC, float deviceDepth, float4x4 invProjMatrix)
{
float4 positionCS = ComputeClipSpacePosition(positionNDC, deviceDepth);
float4 hpositionVS = mul(invProjMatrix, positionCS);
return hpositionVS.xyz / hpositionVS.w;
}
float planeIntersect(float3 ro, float3 rd, float4 p)
{
return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);
}
[numthreads(16,16,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
if (id.x >= vertWidth) return;
if (id.y >= vertWidth) return;
int vertID = id.y * vertWidth + id.x;
float3 lpos = verts[vertID];
float4x4 invProjMatrix = float4x4(_InvProj0, _InvProj1, _InvProj2, _InvProj3);
float2 uv = (id.xy) / (float)(vertWidth-1);
uv.y = 1 - uv.y;
float texelSize = 1.0f / vertWidth;
uv = lerp(uv-texelSize*0.5, uv+texelSize*0.5, uv);
float2 centerUV = uv;//floor(uv * (vertWidth-1)) / (vertWidth-1);
float2 leftUV = centerUV - float2(texelSize, 0);
float2 rightUV = centerUV + float2(texelSize, 0);
float2 bottomUV = centerUV - float2(0, texelSize);
float2 topUV = centerUV + float2(0, texelSize);
float depth = _DepthTex.SampleLevel(sampler_DepthTex, centerUV, 0).r;
//depth = -ComputeViewSpacePosition(uv * 2 - 1, depth, invProjMatrix).z;
//float3 dir = normalize(lpos);
//float3 worldPos = dir * planeIntersect(0, dir, float4(-wnormal.xyz, depth));
float3 worldPos = ComputeViewSpacePosition(uv, depth, invProjMatrix) - objectCenter;
verts[vertID] = worldPos;
}

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#ifdef LIGHTMAP_RGBM_SCALE
#ifndef FTRACE_INCLUDED
#define FTRACE_INCLUDED
// Bicubic interpolation
float ftBicubic_w0(float a)
{
return (1.0f/6.0f)*(a*(a*(-a + 3.0f) - 3.0f) + 1.0f);
}
float ftBicubic_w1(float a)
{
return (1.0f/6.0f)*(a*a*(3.0f*a - 6.0f) + 4.0f);
}
float ftBicubic_w2(float a)
{
return (1.0f/6.0f)*(a*(a*(-3.0f*a + 3.0f) + 3.0f) + 1.0f);
}
float ftBicubic_w3(float a)
{
return (1.0f/6.0f)*(a*a*a);
}
float ftBicubic_g0(float a)
{
return ftBicubic_w0(a) + ftBicubic_w1(a);
}
float ftBicubic_g1(float a)
{
return ftBicubic_w2(a) + ftBicubic_w3(a);
}
float ftBicubic_h0(float a)
{
return -1.0f + ftBicubic_w1(a) / (ftBicubic_w0(a) + ftBicubic_w1(a)) + 0.5f;
}
float ftBicubic_h1(float a)
{
return 1.0f + ftBicubic_w3(a) / (ftBicubic_w2(a) + ftBicubic_w3(a)) + 0.5f;
}
#ifdef SHADER_API_D3D11
#if defined (SHADOWS_SHADOWMASK)
float4 ftBicubicSampleShadow3( Texture2D tex, SamplerState ftShadowSampler, float2 uv )
{
float width, height;
tex.GetDimensions(width, height);
float x = uv.x * width;
float y = uv.y * height;
x -= 0.5f;
y -= 0.5f;
float px = floor(x);
float py = floor(y);
float fx = x - px;
float fy = y - py;
float g0x = ftBicubic_g0(fx);
float g1x = ftBicubic_g1(fx);
float h0x = ftBicubic_h0(fx);
float h1x = ftBicubic_h1(fx);
float h0y = ftBicubic_h0(fy);
float h1y = ftBicubic_h1(fy);
float4 r = ftBicubic_g0(fy) * ( g0x * tex.Sample(ftShadowSampler, (float2(px + h0x, py + h0y) * 1.0f/width)) +
g1x * tex.Sample(ftShadowSampler, (float2(px + h1x, py + h0y) * 1.0f/width))) +
ftBicubic_g1(fy) * ( g0x * tex.Sample(ftShadowSampler, (float2(px + h0x, py + h1y) * 1.0f/width)) +
g1x * tex.Sample(ftShadowSampler, (float2(px + h1x, py + h1y) * 1.0f/width)));
return r;
}
#if UNITY_VERSION >= 201740
SamplerState bakery_trilinear_clamp_sampler2;
#endif
float4 ftBicubicSampleShadow( Texture2D tex, float2 uv )
{
#if UNITY_VERSION >= 201740
SamplerState samplerMask = bakery_trilinear_clamp_sampler2;
#else
#if defined(LIGHTMAP_ON)
SamplerState samplerMask = samplerunity_Lightmap;
#else
SamplerState samplerMask = samplerunity_ShadowMask;
#endif
#endif
return ftBicubicSampleShadow3(tex, samplerMask, uv);
}
#define ftBicubicSampleShadow2(t,s,u) ftBicubicSampleShadow3(t, sampler##s, u)
#else
#define ftBicubicSampleShadow UNITY_SAMPLE_TEX2D
#define ftBicubicSampleShadow2 UNITY_SAMPLE_TEX2D_SAMPLER
#endif
#else
#define ftBicubicSampleShadow UNITY_SAMPLE_TEX2D
#define ftBicubicSampleShadow2 UNITY_SAMPLE_TEX2D_SAMPLER
#endif
float3 ftLightmapBicubic( float2 uv )
{
#ifdef SHADER_API_D3D11
float width, height;
unity_Lightmap.GetDimensions(width, height);
float x = uv.x * width;
float y = uv.y * height;
x -= 0.5f;
y -= 0.5f;
float px = floor(x);
float py = floor(y);
float fx = x - px;
float fy = y - py;
// note: we could store these functions in a lookup table texture, but maths is cheap
float g0x = ftBicubic_g0(fx);
float g1x = ftBicubic_g1(fx);
float h0x = ftBicubic_h0(fx);
float h1x = ftBicubic_h1(fx);
float h0y = ftBicubic_h0(fy);
float h1y = ftBicubic_h1(fy);
float4 r = ftBicubic_g0(fy) * ( g0x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h0x, py + h0y) * 1.0f/width)) +
g1x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h1x, py + h0y) * 1.0f/width))) +
ftBicubic_g1(fy) * ( g0x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h0x, py + h1y) * 1.0f/width)) +
g1x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h1x, py + h1y) * 1.0f/width)));
return DecodeLightmap(r);
#else
return DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, uv));
#endif
}
// Light falloff
float ftLightFalloff(float4x4 ftUnityLightMatrix, float3 worldPos)
{
float3 lightCoord = mul(ftUnityLightMatrix, float4(worldPos, 1)).xyz / ftUnityLightMatrix._11;
float distSq = dot(lightCoord, lightCoord);
float falloff = saturate(1.0f - pow(sqrt(distSq) * ftUnityLightMatrix._11, 4.0f)) / (distSq + 1.0f);
return falloff;
}
float ftLightFalloff(float4 lightPosRadius, float3 worldPos)
{
float3 lightCoord = worldPos - lightPosRadius.xyz;
float distSq = dot(lightCoord, lightCoord);
float falloff = saturate(1.0f - pow(sqrt(distSq * lightPosRadius.w), 4.0f)) / (distSq + 1.0f);
return falloff;
}
#endif
#endif

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